55 lines
1.4 KiB
C#
55 lines
1.4 KiB
C#
using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using Zenject;
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public class ConnectionManager : NetworkBehaviour
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{
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[SerializeField]
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private NetworkManager networkManager;
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[Inject]
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[SerializeField]
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[ReadOnly]
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private GameManager gameManager;
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private void Start()
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{
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networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
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networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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}
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private void OnClientConnectedCallback(ulong clientId)
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{
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Debug.Log($"Client-{clientId} is connected and can spawn {nameof(NetworkObject)}s.");
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if (networkManager.LocalClientId == clientId)
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{
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StartCoroutine(SpawnLocalPlayer());
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}
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}
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private IEnumerator SpawnLocalPlayer()
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{
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yield return new WaitForEndOfFrame();
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var playerObject = networkManager.LocalClient.PlayerObject;
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var player = playerObject.GetComponent<PlayerComponent>();
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player.gameManager = gameManager;
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gameManager.PlayerSpawnedOnNetwork(player);
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yield return null;
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}
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private void OnClientDisconnectCallback(ulong clientId)
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{
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Debug.Log($"Client-{clientId} is disconnected and can spawn {nameof(NetworkObject)}s.");
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if (networkManager.LocalClientId == clientId)
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{
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}
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}
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}
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