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