Inherits NobleConnect.UNet.NobleNetworkManager.
Public Member Functions | |
| void | CheckReadyToBegin () |
| void | ServerReturnToLobby () |
| bool | SendReturnToLobby () |
| override void | OnServerConnect (NetworkConnection conn) |
| override void | OnServerDisconnect (NetworkConnection conn) |
| override void | OnServerAddPlayer (NetworkConnection conn, short playerControllerId) |
| override void | OnServerRemovePlayer (NetworkConnection conn, PlayerController player) |
| override void | ServerChangeScene (string sceneName) |
| override void | OnServerSceneChanged (string sceneName) |
| override void | OnStartServer () |
| override void | OnStartHost () |
| override void | OnStopHost () |
| override void | OnStartClient (NetworkClient lobbyClient) |
| override void | OnClientConnect (NetworkConnection conn) |
| override void | OnClientDisconnect (NetworkConnection conn) |
| override void | OnStopClient () |
| override void | OnClientSceneChanged (NetworkConnection conn) |
| virtual void | OnLobbyStartHost () |
| virtual void | OnLobbyStopHost () |
| virtual void | OnLobbyStartServer () |
| virtual void | OnLobbyServerConnect (NetworkConnection conn) |
| virtual void | OnLobbyServerDisconnect (NetworkConnection conn) |
| virtual void | OnLobbyServerSceneChanged (string sceneName) |
| virtual GameObject | OnLobbyServerCreateLobbyPlayer (NetworkConnection conn, short playerControllerId) |
| virtual GameObject | OnLobbyServerCreateGamePlayer (NetworkConnection conn, short playerControllerId) |
| virtual void | OnLobbyServerPlayerRemoved (NetworkConnection conn, short playerControllerId) |
| virtual bool | OnLobbyServerSceneLoadedForPlayer (GameObject lobbyPlayer, GameObject gamePlayer) |
| virtual void | OnLobbyServerPlayersReady () |
| virtual void | OnLobbyClientEnter () |
| virtual void | OnLobbyClientExit () |
| virtual void | OnLobbyClientConnect (NetworkConnection conn) |
| virtual void | OnLobbyClientDisconnect (NetworkConnection conn) |
| virtual void | OnLobbyStartClient (NetworkClient lobbyClient) |
| virtual void | OnLobbyStopClient () |
| virtual void | OnLobbyClientSceneChanged (NetworkConnection conn) |
| virtual void | OnLobbyClientAddPlayerFailed () |
| void | TryToAddPlayer () |
Public Member Functions inherited from NobleConnect.UNet.NobleNetworkManager | |
| virtual void | Awake () |
| Initialize connectionConfig and HostTopology plus some other important setup. More... | |
| virtual void | Start () |
| virtual void | Update () |
| Updates the NobleClient and NobleServer. More... | |
| void | InitClient () |
| Initialize the NobleClient and allocate a relay. More... | |
| new void | StartClient () |
| Like NetworkManager.StartClient() but utilizes the Noble Connect relay and punchthrough services. More... | |
| void | StartClient (IPEndPoint hostEndPoint) |
| Connect to a HostEndPoint, utilizing the Noble Connect relay and punchthrough services. More... | |
| void | StartClientLANOnly (IPEndPoint hostEndPoint) |
| Start a client in LAN only mode. No relays or punchthrough will be used. More... | |
| void | StartClientLANOnly () |
| Start a client in LAN only mode. No relays or punchthrough will be used. More... | |
| new void | StopClient () |
| Stop the client. More... | |
| override NetworkClient | StartHost () |
| Start hosting, connect a local client, and request a HostEndPoint from the NobleConnectServices More... | |
| NetworkClient | StartHostLANOnly () |
| Start hosting, connect a local client, but do no create a relay or enable punchthrough More... | |
| new void | StartServer () |
| Start a server and request a HostEndPoint from the NobleConnectServices More... | |
| void | StartServerLANonly () |
| Start a server, but do no create a relay or enable punchthrough More... | |
| override void | OnStartClient (NetworkClient unetClient) |
| override void | OnStartServer () |
| Called when hosting starts. More... | |
| void | OnStartServerLANOnly () |
| IPAddress | GetALANAddress () |
| virtual void | OnFatalError (string errorMessage) |
| Override this method to be informed when something goes horribly wrong. More... | |
| override void | OnStopServer () |
| Cleans up the server More... | |
| override void | OnServerConnect (NetworkConnection conn) |
| Called when the server receives a client connection. More... | |
| override void | OnClientDisconnect (NetworkConnection conn) |
| override void | OnServerDisconnect (NetworkConnection conn) |
| Called on the server when a client disconnects More... | |
| virtual void | OnServerPrepared (string hostAddress, ushort hostPort) |
| Override this method to know when a Server has received their HostEndPoint More... | |
Public Attributes | |
| NobleLobbyPlayer[] | lobbySlots |
Public Attributes inherited from NobleConnect.UNet.NobleNetworkManager | |
| new NobleClient | client |
| The NobleClient that will be used to connect to the host. More... | |
| GeographicRegion | region = GeographicRegion.AUTO |
| The geographic region to use when selecting a relay server. More... | |
| bool | forceRelayConnection |
| You can enable this to force relay connections to be used for testing purposes. More... | |
| int | relayRefreshTime = 30 |
| How often to send relay refresh requests, in seconds. More... | |
| float | relayRefreshTimeout = .1f |
| Initial timeout before resending refresh messages. This is doubled for each failed resend. More... | |
| int | maxRelayRefreshAttempts = 3 |
| Max number of times to try and resend refresh messages before giving up and shutting down the relay connection. More... | |
| int | relayLifetime = 30 |
| How long a relay will stay alive without being refreshed (in seconds) More... | |
Properties | |
| bool | showLobbyGUI [get, set] |
| int | maxPlayers [get, set] |
| int | maxPlayersPerConnection [get, set] |
| int | minPlayers [get, set] |
| NobleLobbyPlayer | lobbyPlayerPrefab [get, set] |
| GameObject | gamePlayerPrefab [get, set] |
| string | lobbyScene [get, set] |
| string | playScene [get, set] |
Properties inherited from NobleConnect.UNet.NobleNetworkManager | |
| IPEndPoint | HostEndPoint [get] |
| This is the address that clients should connect to. It is assigned by the relay server. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from NobleConnect.UNet.NobleNetworkManager | |
| virtual void | OnDestroy () |
| Clean up the client and server. More... | |
Protected Attributes inherited from NobleConnect.UNet.NobleNetworkManager | |
| bool | isLANOnly |
| If the current connection is LAN only More... | |
| void NobleConnect.UNet.NobleNetworkLobbyManager.CheckReadyToBegin | ( | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientConnect | ( | NetworkConnection | conn | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientDisconnect | ( | NetworkConnection | conn | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnClientSceneChanged | ( | NetworkConnection | conn | ) |
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| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerAddPlayer | ( | NetworkConnection | conn, |
| short | playerControllerId | ||
| ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerConnect | ( | NetworkConnection | conn | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerDisconnect | ( | NetworkConnection | conn | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerRemovePlayer | ( | NetworkConnection | conn, |
| PlayerController | player | ||
| ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnServerSceneChanged | ( | string | sceneName | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartClient | ( | NetworkClient | lobbyClient | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartHost | ( | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStartServer | ( | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStopClient | ( | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.OnStopHost | ( | ) |
| bool NobleConnect.UNet.NobleNetworkLobbyManager.SendReturnToLobby | ( | ) |
| override void NobleConnect.UNet.NobleNetworkLobbyManager.ServerChangeScene | ( | string | sceneName | ) |
| void NobleConnect.UNet.NobleNetworkLobbyManager.ServerReturnToLobby | ( | ) |
| void NobleConnect.UNet.NobleNetworkLobbyManager.TryToAddPlayer | ( | ) |
| NobleLobbyPlayer [] NobleConnect.UNet.NobleNetworkLobbyManager.lobbySlots |
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