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