topical media & game development
lib-unity-tutorial-network-m2h-Assets-Example3-gamescript-3.js / js
/*
* This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl)
* The original author of this code is Mike Hergaarden, even though some small parts
* are copied from the Unity tutorials/manuals.
* Feel free to use this code for your own projects, drop us a line if you made something exciting!
*/
#pragma strict
public var gameName = "Example1";
function Awake(){
//RE-enable the network messages now we've loaded the right level
Network.isMessageQueueRunning = true;
}
function OnGUI ()
{
if (Network.peerType == NetworkPeerType.Disconnected){
//We are currently disconnected: Not a client or host
GUILayout.Label("Connection status: We've (been) disconnected");
if(GUILayout.Button("Back to main menu")){
Application.LoadLevel((Application.loadedLevel-1));
}
}else{
//We've got a connection(s)!
if (Network.peerType == NetworkPeerType.Connecting){
GUILayout.Label("Connection status: Connecting");
} else if (Network.peerType == NetworkPeerType.Client){
GUILayout.Label("Connection status: Client!");
GUILayout.Label("Ping to server: "+Network.GetAveragePing( Network.connections[0] ) );
} else if (Network.peerType == NetworkPeerType.Server){
GUILayout.Label("Connection status: Server!");
GUILayout.Label("Connections: "+Network.connections.length);
if(Network.connections.length>=1){
GUILayout.Label("Ping to first player: "+Network.GetAveragePing( Network.connections[0] ) );
}
}
if (GUILayout.Button ("Disconnect"))
{
Network.Disconnect(200);
}
}
}
//CLient function
function OnDisconnectedFromServer(info : NetworkDisconnection) {
Debug.Log("This CLIENT has disconnected from a server");
}
//Server functions called by Unity
function OnPlayerConnected(player: NetworkPlayer) {
Debug.Log("Player connected from: " + player.ipAddress +":" + player.port);
}
function OnPlayerDisconnected(player: NetworkPlayer) {
Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port);
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.