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(); } } }