using UnityEngine;
namespace Mirror.Examples.Basic
{
[AddComponentMenu("")]
public class BasicNetManager : NetworkManager
{
public static new BasicNetManager singleton { get; private set; }
///
/// Runs on both Server and Client
/// Networking is NOT initialized when this fires
///
public override void Awake()
{
base.Awake();
singleton = this;
}
///
/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
/// The default implementation for this function creates a new player object from the playerPrefab.
///
/// Connection from client.
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
base.OnServerAddPlayer(conn);
Player.ResetPlayerNumbers();
}
///
/// Called on the server when a client disconnects.
/// This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.
///
/// Connection from client.
public override void OnServerDisconnect(NetworkConnectionToClient conn)
{
base.OnServerDisconnect(conn);
Player.ResetPlayerNumbers();
}
}
}