Here are the examples of the csharp api UnityEngine.Networking.ClientScene.RegisterSpawnHandler(UnityEngine.Networking.NetworkHash128, UnityEngine.Networking.SpawnDelegate, UnityEngine.Networking.UnSpawnDelegate) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
3 Examples
19
View Source File : PlayWithReadyState.cs
License : MIT License
Project Creator : NicolasPCouts
License : MIT License
Project Creator : NicolasPCouts
[UnityTest]
public IEnumerator PlayWithReadyStateTest()
{
NetworkClient.ShutdownAll();
NetworkServer.Reset();
GameObject nmObject = new GameObject();
PlayWithReadyStateNetworkManager nmanager = nmObject.AddComponent<PlayWithReadyStateNetworkManager>();
nmanager.networkAddress = "localhost";
ClientScene.RegisterSpawnHandler(playerHash, PlayWithReadyStateNetworkManager.OnSpawnPlayer, PlayWithReadyStateNetworkManager.OnUnSpawnPlayer);
NetworkServer.RegisterHandler(FromClientMsg1, OnServerFromClientMsg1);
NetworkServer.RegisterHandler(FromClientMsg2, OnServerFromClientMsg2);
NetworkServer.RegisterHandler(FromClientMsg3, OnServerFromClientMsg3);
nmanager.StartServer();
client1 = nmanager.StartClient();
client1.RegisterHandler(MsgType.Connect, OnClient1Connect);
client1.RegisterHandler(MsgId1, OnMsg1);
client1.RegisterHandler(MsgId2, OnMsg2);
client1.RegisterHandler(MsgId3, OnMsg3);
// client2 is never ready, so should not recieve msgs
client2 = new NetworkClient();
client2.RegisterHandler(MsgType.Connect, OnClient2Connect);
client2.RegisterHandler(MsgId1, OnMsg1);
client2.RegisterHandler(MsgId2, OnMsg2);
client2.RegisterHandler(MsgId3, OnMsg3);
client2.RegisterHandler(MsgType.NotReady, OnNotReady);
replacedert.IsTrue(NetworkServer.active, "Server is not started");
replacedert.IsTrue(NetworkClient.active, "Client is not started");
client2.Connect(NetworkManager.singleton.networkAddress, NetworkManager.singleton.networkPort);
yield return null;
while (!isDone)
{
yield return null;
}
Collectionreplacedert.AreEqual(resultListOfCallbacks, actualListOfCallbacks, "Wrong order of callbacks or some callback is missing");
nmanager.StopServer();
nmanager.StopClient();
NetworkClient.ShutdownAll();
UnityEngine.Object.Destroy(nmObject);
}
19
View Source File : CommandsAndRPCCallsWork.cs
License : MIT License
Project Creator : NicolasPCouts
License : MIT License
Project Creator : NicolasPCouts
[UnityTest]
public IEnumerator CommandsAndRPCCallsWorkTest()
{
NetworkClient.ShutdownAll();
NetworkServer.Reset();
ConnectionConfig config = new ConnectionConfig();
config.AddChannel(QosType.ReliableSequenced);// this test requires correct sequence of packets.
config.AddChannel(QosType.Unreliable);
myClient = new NetworkClient();
if (!myClient.Configure(config, 10))
{
replacedert.Fail("Client configure failed");
}
NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayer);
myClient.RegisterHandler(MsgType.Connect, OnClientConnected);
myClient.RegisterHandler(MsgType.Error, OnClientError);
ClientScene.RegisterSpawnHandler(playerHash, OnSpawnPlayer, OnUnSpawnPlayer);
int retries = 0;
while (!NetworkServer.Listen("127.0.0.1", ++kListenPort))
{
replacedert.IsTrue(retries++ < 10, "Couldn't Listen for more than 10 retries");
}
myClient.Connect("127.0.0.1", kListenPort);
while (!isTestDone)
{
yield return null;
}
}
19
View Source File : MatchModeCTF.cs
License : MIT License
Project Creator : overload-development-community
License : MIT License
Project Creator : overload-development-community
private static void Postfix()
{
// for some reason using enreplacedy_item_security_key directly doesn't work well in MP,
// so take the relatively simple cloak powerup and give it the appearance and type of a security key
GameObject prefab = PrefabManager.item_prefabs[(int)ItemPrefab.enreplacedy_item_cloak];
var prefabkeyA2 = PrefabManager.item_prefabs[(int)ItemPrefab.enreplacedy_item_security_key].GetChildByName("keyA2");
for (int i = 0; i < CTF.TeamCount; i++)
{
GameObject flag = UnityEngine.Object.Instantiate(prefab, Vector3.zero, Quaternion.idenreplacedy);
UnityEngine.Object.Destroy(flag.GetChildByName("cloak_ball (1)"));
var color = CTF.FlagColor(i);
var lightColor = MPTeams.TeamColor(MPTeams.AllTeams[i], 5);
Material newMat = null;
var keyA2 = UnityEngine.Object.Instantiate(prefabkeyA2, flag.transform);
foreach (var rend in keyA2.GetComponentsInChildren<MeshRenderer>())
{
if (newMat == null) {
newMat = new Material(rend.sharedMaterial.shader);
newMat.CopyPropertiesFromMaterial(rend.sharedMaterial);
newMat.SetColor("_Color", color);
newMat.SetColor("_EmissionColor", color);
}
rend.sharedMaterial = newMat;
}
var light = flag.GetChildByName("_light").GetComponent<Light>();
light.color = lightColor;
//light.intensity = 4.455539f;
light.intensity = 2f;
light.range = 4f;
light.bounceIntensity = 0f;
keyA2.GetChildByName("inner_ring001").GetComponent<HighlighterConstant>().color = color;
var partRend = keyA2.GetChildByName("outer_ring_004").GetChildByName("_particle1").GetComponent<ParticleSystemRenderer>();
var newPartMat = new Material(partRend.sharedMaterial.shader);
newPartMat.CopyPropertiesFromMaterial(partRend.sharedMaterial);
newPartMat.SetColor("_CoreColor", color);
newPartMat.SetColor("_TintColor", color);
partRend.sharedMaterial = newPartMat;
if (flag == null)
{
Debug.LogWarningFormat("CTF: Failed to instantiate prefab: {0} in RegisterSpawnHandlers", prefab.name);
return;
}
var replacedetId = CTF.FlagreplacedetId(i);
var netId = flag.GetComponent<NetworkIdenreplacedy>();
_NetworkIdenreplacedy_m_replacedetId_Field.SetValue(netId, replacedetId);
UnityEngine.Object.DontDestroyOnLoad(flag);
flag.SetActive(false);
var item = flag.GetComponent<Item>();
//item.m_current_segment = -1;
//item.m_stationary = false;
item.m_index = i;
//item.m_light_flicker = 0;
item.m_type = ItemType.KEY_SECURITY;
item.m_rotate_speed = 180f;
item.m_light_flicker = 0.2f;
//flag.tag = "Item";
//flag.GetComponent<NetworkIdenreplacedy>().a
CTF.FlagObjs.Add(flag);
//Debug.Log("Flag " + i + " color " + color + " replacedetid " + flag.GetComponent<NetworkIdenreplacedy>().replacedetId);
m_registered_prefabs.Add(replacedetId, flag);
ClientScene.RegisterSpawnHandler(replacedetId, NetworkSpawnItemHandler, NetworkUnspawnItemHandler);
}
Debug.Log("CTF: Created " + CTF.FlagObjs.Count + " flag prefabs");
}