57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using FishBait;
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using FishNet.Transporting;
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using FishNet.Managing;
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public class FishBaitFunctionTest : MonoBehaviour
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{
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public Text functionDisplay;
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private NetworkManager _NetworkManager;
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private FishBaitTransport _FishBait;
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private bool _serverListUpdated = false;
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void Start()
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{
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_NetworkManager = FindObjectOfType<NetworkManager>();
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_FishBait = (FishBaitTransport)_NetworkManager.TransportManager.Transport;
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_FishBait.serverListUpdated.AddListener(ServerListUpdated);
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StartCoroutine(TestFishBait());
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}
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void ServerListUpdated() => _serverListUpdated = true;
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IEnumerator TestFishBait()
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{
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DisplayText("Waiting for FishBait to authenticate...");
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yield return new WaitUntil(() => _FishBait.IsAuthenticated());
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DisplayText("<color=lime>Authenticated!</color>");
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DisplayText("Attempting hosting a room...");
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_FishBait.serverName = "Default Server Name";
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_FishBait.extraServerData = "Default Server Data";
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_FishBait.maxServerPlayers = 5;
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_FishBait.isPublicServer = true;
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//_FishBait.StartConnection(true);
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//_FishBait.StartConnection(false);
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yield return new WaitUntil(() => _FishBait.serverId.Length > 4);
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DisplayText($"<color=lime>Room created! ID: {_FishBait.serverId}</color>");
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DisplayText("Requesting Server Data Change...");
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_FishBait.UpdateRoomName("Updated Server Name");
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_FishBait.UpdateRoomData("Updated Server Data");
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_FishBait.UpdateRoomPlayerCount(10);
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yield return new WaitForSeconds(1); // Give FishBait time to process
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DisplayText("Requesting Server List...");
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_FishBait.RequestServerList();
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yield return new WaitUntil(() => _serverListUpdated);
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foreach (var server in _FishBait.relayServerList)
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DisplayText($"Got Server: {server.serverName}, {server.serverData}, {server.maxPlayers}");
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}
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void DisplayText(string msg)
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{
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functionDisplay.text += $"\n{msg}";
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}
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}
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