using TNet;
using UnityEngine;
public class TNetDemo : MonoBehaviour
{
public string address = "192.168.1.106";
public int port = 5127;
private void OnEnable()
{
TNManager.onConnect += OnConnect;
TNManager.onDisconnect += OnDisconnect;
TNManager.onJoinChannel += OnJoinChannel;
TNManager.onPlayerJoin += OnPlayerJoin;
TNManager.onPlayerLeave += OnPlayerLeave;
}
private void OnDisable()
{
TNManager.onConnect -= OnConnect;
TNManager.onDisconnect -= OnDisconnect;
TNManager.onJoinChannel -= OnJoinChannel;
TNManager.onPlayerJoin -= OnPlayerJoin;
TNManager.onPlayerLeave -= OnPlayerLeave;
}
[ContextMenu("Connect")]
public void OnClick_Connect()
{
//onConnect event
TNManager.Connect(address, port);
}
[ContextMenu("Join Channel")]
public void JoinChannel()
{
//onJoinChannel event for host
//onPlayerJoin event for others
TNManager.JoinChannel(1000, null, false, 6, null, false);
}
#region TNet Events
private void OnConnect(bool success, string message)
{
//TNManager.playerID is now valid
if (success) JoinChannel();
}
private void OnDisconnect()
{
//
}
private void OnJoinChannel(int channelID, bool success, string message)
{
if (success)
{
//deal with player 1
}
}
private void OnPlayerJoin(int channelID, Player p)
{
//logic for players 2 - 6
}
private void OnPlayerLeave(int channelID, Player p)
{
//logic for players 2 - 6
}
#endregion
}