Created
May 8, 2019 01:25
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Forge Networking Remastered - Event listener - YOU MUST create a networkObject called MultiplayerEvents and extend the generated behavior, then instantiate it
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using BeardedManStudios.Forge.Networking; | |
using BeardedManStudios.Forge.Networking.Generated; | |
using BeardedManStudios.Forge.Networking.Unity; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
public class MulitplayerEventsController : MultiplayerEventsBehavior | |
{ | |
protected override void NetworkStart() | |
{ | |
base.NetworkStart(); | |
//Server & Client Events | |
NetworkManager.Instance.Networker.bindSuccessful += messageOnBindSucess; | |
NetworkManager.Instance.Networker.bindFailure += messageOnBindFail; | |
NetworkManager.Instance.Networker.disconnected += messageOnDisconnect; | |
//Server Events | |
NetworkManager.Instance.Networker.playerConnected += messageOnPlayerConnected; | |
NetworkManager.Instance.Networker.playerGuidAssigned += messageOnPlayerGuidAssigned; | |
NetworkManager.Instance.Networker.playerAccepted += messageOnPlayerAccepted; | |
NetworkManager.Instance.Networker.playerRejected += messageOnPlayerRejected; | |
NetworkManager.Instance.Networker.playerTimeout += messageOnPlayerTimeout; | |
NetworkManager.Instance.Networker.playerDisconnected += messageOnPlayerDisconnected; | |
//Client Events | |
NetworkManager.Instance.Networker.serverAccepted += messageOnServerAccepted; | |
//((UDPClient)NetworkManager.Instance.Networker).connectAttemptFailed += ConnectionFailed; | |
//Scene Events | |
NetworkManager.Instance.playerLoadedScene += messageOnPlayerLoadedScene; | |
NetworkManager.Instance.networkSceneChanging += messageOnNetworkSceneChanging; | |
NetworkManager.Instance.networkSceneLoaded += messageOnNetworkSceneLoaded; | |
DontDestroyOnLoad(this.gameObject); | |
} | |
//######### Server & Client Events ########## | |
private void messageOnBindSucess(NetWorker sender) | |
{ | |
string message = "Multiplayer Event: Bind Successful"; | |
Debug.Log(message); | |
} | |
private void messageOnBindFail(NetWorker sender) | |
{ | |
string message = "Multiplayer Event: Bind Failure"; | |
Debug.Log(message); | |
} | |
private void messageOnDisconnect(NetWorker sender) | |
{ | |
string message = "Multiplayer Event: disconnected"; | |
Debug.Log(message); | |
} | |
//######### Server Events ########## | |
private void messageOnPlayerConnected(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: playerConnected: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
private void messageOnPlayerGuidAssigned(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: player Guid Assigned: " + player.NetworkId + | |
" " + player.InstanceGuid; | |
Debug.Log(message); | |
} | |
private void messageOnPlayerAccepted(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: player Accepeted: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
private void messageOnPlayerRejected(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: player rejected: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
private void messageOnPlayerTimeout(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: player timeout: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
private void messageOnPlayerDisconnected(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Server Multiplayer Event: player disconnected: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
//######### Client Events ########## | |
private void messageOnServerAccepted(NetWorker sender) | |
{ | |
string message = "Client Multiplayer Event: server accepted"; | |
Debug.Log(message); | |
} | |
private void ConnectionFailed(NetWorker sender) | |
{ | |
string message = "Client Multiplayer Event: connection failed"; | |
Debug.Log(message); | |
} | |
//######### Scene Events ########## | |
private void messageOnPlayerLoadedScene(NetworkingPlayer player, NetWorker sender) | |
{ | |
string message = "Scene Multiplayer Event: Player Loaded Scene: " + player.NetworkId; | |
Debug.Log(message); | |
} | |
private void messageOnNetworkSceneChanging(int arg0, LoadSceneMode arg1) | |
{ | |
string message = "Scene Multiplayer Event: Network Scene Changing"; | |
Debug.Log(message); | |
} | |
private void messageOnNetworkSceneLoaded(Scene arg0, LoadSceneMode arg1) | |
{ | |
string message = "Scene Multiplayer Event: Network Scene Loaded"; | |
Debug.Log(message); | |
} | |
private void transmitMessage(string message) | |
{ | |
Debug.Log(message); | |
} | |
} |
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