using UnityEngine;
using System.Collections;
using TNet;
public class NetworkManager : MonoBehaviour
{
TNObject tnoObject;
private void Start( )
{
TNServerInstance.Start( xxx1, xxx2 );
tnoObject = GetComponent<TNObject>( );
}
private void Update( )
{
}
[RFC] void FromClient( string myString, int playerID )
{
Debug.Log( "From Client: " + myString );
Player p = TNManager.GetPlayer( playerID );
// tried p, p.id, p.data
tnoObject.Send( "FromServer", p.id, "TestFromServer" );
}
private void OnNetworkConnect( bool success, string message )
{
Debug.Log( ">> OnNetworkConnect " + ( success+" <> "+ message ).ToString() );
}
private void OnNetworkDisconnect( )
{
Debug.Log( ">> OnNetworkDisconnect " );
}
}