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closed Jun 15, 2013 at 04:26 PM by
Fattie for the following reason:
Body of question is in bold
Question by
DRiNVAD3R · Jun 15, 2013 at 04:25 PM ·
multiplayerserverconnection
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Hey, I have a problem, I wrote two scripts which allow me to start and connect to a server. Everything works, except from one thing: I should be able to see all the names of the connected players on my screen, once I am connected. I would appreciate if anyone can help me, here are the scripts: :
MenuManager.cs :
using UnityEngine;
using System.Collections;
public class MenuManager : MonoBehaviour
{
public string CurrentMenu ;
public string MatchName = "";
public string MatchPassword = "";
public int MatchMaxPlayers = 32;
private Vector2 ScrollLobby = Vector2.zero;
void Start()
{
CurrentMenu = "Main" ;
MatchName = "Test123 " + Random.Range(0, 5000);
}
void OnGUI()
{
if (CurrentMenu == "Main")
Menu_Main();
if (CurrentMenu == "Lobby")
Menu_Lobby();
if (CurrentMenu == "Host")
Menu_HostGame();
}
public void NavigateTo(string nextmenu)
{
CurrentMenu = nextmenu;
}
private void Menu_Main()
{
if (GUI.Button(new Rect(10,10,200,50), "Host Game"))
{
NavigateTo("Host");
}
if (GUI.Button(new Rect(10,70,200,50), "Refresh"))
{
MasterServer.RequestHostList("DeathMatch");
}
GUI.Label(new Rect(220,10,130,30), "Player Name");
MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(400,10,200,30), MultiplayerManager.instance.PlayerName);
if (GUI.Button(new Rect(400,50,100,30), "Save Name"))
{
PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
}
GUILayout.BeginArea(new Rect(Screen.width -400, 0, 400, Screen.height), "Server List", "Box");
GUILayout.Space(20);
foreach(HostData match in MasterServer.PollHostList())
{
GUILayout.BeginHorizontal("Box");
GUILayout.Label(match.gameName);
if (GUILayout.Button("Connect"))
{
Network.Connect(match);
}
GUILayout.EndHorizontal();
}
GUILayout.EndArea();
}
private void Menu_HostGame()
{
//Buttons Host Game
if (GUI.Button(new Rect(10,10,200,50), "Back"))
{
NavigateTo("Main");
}
if (GUI.Button(new Rect(10,65,200,50), "Start Server"))
{
MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
}
GUI.Label(new Rect(220,10,130,30), "Match Name");
MatchName = GUI.TextField(new Rect(400,10,200,30), MatchName);
GUI.Label(new Rect(220,50,130,30), "Match Password");
MatchPassword = GUI.PasswordField(new Rect(400,50,200,30), MatchPassword, '*');
GUI.Label(new Rect(220,90,130,30), "Match Max Players");
GUI.Label(new Rect(400,90,200,30), MatchMaxPlayers.ToString());
MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
if (GUI.Button(new Rect(425,90,25,30), "+"))
{
MatchMaxPlayers += 2;
}
if (GUI.Button(new Rect(450,90,25,30), "-"))
{
MatchMaxPlayers -= 2;
}
}
private void Menu_Lobby()
{
ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList)
{
GUILayout.Box(pl.PlayerName);
}
GUILayout.EndScrollView();
}
void OnServerIntialized()
{
NavigateTo("Lobby");
}
void OnConnectToServer()
{
NavigateTo("Lobby");
}
}
MultiplayerManager.cs :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiplayerManager : MonoBehaviour
{
public static MultiplayerManager instance;
public string PlayerName;
private string MatchName = "";
private string MatchPassword = "";
private int MatchMaxUsers = 32;
public List<MPPlayer> PlayerList = new List<MPPlayer>();
void Start()
{
instance = this;
PlayerName = PlayerPrefs.GetString("PlayerName");
}
public void StartServer(string servername, string serverpassword, int maxusers)
{
MatchName = servername;
MatchPassword = serverpassword;
MatchMaxUsers = maxusers;
Network.InitializeServer(MatchMaxUsers, 2550, false);
MasterServer.RegisterHost("DeathMatch", MatchName,"");
// Network.InitializeSecurity();
}
void OnServerIntialized()
{
Server_PlayerJoinRequest(PlayerName, Network.player);
}
void OnConnectToServer()
{
networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
}
void OnPlayerDissconnect(NetworkPlayer id)
{
networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
}
[RPC]
void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
{
networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
}
[RPC]
void Client_AddPlayerToList(string playername, NetworkPlayer view)
{
MPPlayer tempplayer = new MPPlayer();
tempplayer.PlayerName = playername;
tempplayer.PlayerNetwork = view;
PlayerList.Add(tempplayer);
}
[RPC]
void Client_RemovePlayer(NetworkPlayer view)
{
MPPlayer temppl = null;
foreach(MPPlayer pl in PlayerList)
{
if (pl.PlayerNetwork == view)
{
temppl = pl;
}
if (temppl != null)
{
PlayerList.Remove(temppl);
}
}
}
}
public class MPPlayer
{
public string PlayerName = "";
public NetworkPlayer PlayerNetwork;
}
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