UnityTrafficSimulation/UnityProject/Assets/Scripts/misc/networkManagerCustom.cs

47 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
/* Saját NetworkManager, hogy a hálozati hibakezelést meg lehessen vele valósítani.
*/
public class networkManagerCustom : NetworkManager
{
public GameObject offlineCanvas;
public GameObject onlineCanvas;
public override void OnClientDisconnect (NetworkConnection conn)
{
//onlineCanvas.SetActive(false);
offlineCanvas.SetActive(true);
offlineCanvas.GetComponent<clientMenu>().errorField.text = "Error: " + conn.lastError.ToString();
base.OnClientDisconnect(conn);
}
public override void OnClientConnect (NetworkConnection conn)
{
Debug.Log("Simulation client connected to " + networkAddress);
//onlineCanvas.SetActive(true);
offlineCanvas.GetComponent<clientMenu>().errorField.text = "No errors so far.";
offlineCanvas.SetActive(false);
base.OnClientConnect(conn);
}
public override void OnClientError (NetworkConnection conn, int errorCode)
{
onlineCanvas.SetActive(false);
offlineCanvas.SetActive(true);
offlineCanvas.GetComponent<clientMenu>().errorField.text = "Error: " + conn.lastError.ToString();
base.OnClientError(conn, errorCode);
}
}