/* * 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; if(Network.isServer){ Debug.Log("Server registered the game at the masterserver."); MasterServer.RegisterHost(gameName, "myGameTypeName", "MyComment"); } } 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(7); } }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); }