using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; using TTTSC.Player.NetworkedCharacter; public class TTTSC_NetworkManager : NetworkManager { [SerializeField] NetworkPresenceUtilities _networkPresenceUtilities; public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); Debug.Log("Client connected to server"); _networkPresenceUtilities.ClientEnterGame("Classic", networkSceneName, numPlayers.ToString(), "16"); } public override void OnServerAddPlayer(NetworkConnection conn) { base.OnServerAddPlayer(conn); //update player count _networkPresenceUtilities.UpdatePresence("presence_playersInGame", numPlayers.ToString()); Debug.Log("ther is " + numPlayers + " players in game"); } public override void OnServerDisconnect(NetworkConnection conn) { base.OnServerDisconnect(conn); //update player count _networkPresenceUtilities.UpdatePresence("presence_playersInGame", numPlayers.ToString()); Debug.Log("Server disconnected"); } }