Files
dungeons/Assets/Scripts/Managers/ConnectionManager.cs

55 lines
1.4 KiB
C#

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