Update Universal Render Pipeline settings to use new resource IDs for various rendering components. Remove deprecated resource entries to streamline the settings file. Add missing transport namespace inNetworkManagerUI script to proper functionality of network features.
76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class NetworkManagerUI : MonoBehaviour
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{
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// [SerializeField] private Button serverBtn;
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[SerializeField] private Button _hostBtn;
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[SerializeField] private Button _clientBtn;
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[SerializeField]
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private string _sceneName;
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private void Awake(){
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// serverBtn.onClick.AddListener(() =>{
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// StartServerAndLoadScene();
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// });
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_hostBtn.onClick.AddListener(() =>{
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StartHostAndLoadScene();
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});
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_clientBtn.onClick.AddListener(() =>{
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ConnectToServer();
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});
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}
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private void StartServerAndLoadScene()
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{
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if (NetworkManager.Singleton.StartServer())
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{
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Debug.Log("Server started successfully.");
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NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
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}
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else
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{
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Debug.LogError("Failed to start server!");
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}
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}
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private void StartHostAndLoadScene()
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{
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// Start the host
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if (NetworkManager.Singleton.StartHost())
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{
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Debug.Log("Host started successfully.");
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NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
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}
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else
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{
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Debug.LogError("Failed to start host!");
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}
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}
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private void ConnectToServer()
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{
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// Set the server IP and port
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UnityTransport transport = NetworkManager.Singleton.GetComponent<UnityTransport>();
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if (transport != null)
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{
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transport.SetConnectionData("127.0.0.1", 7777);
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}
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// Start the client
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if (NetworkManager.Singleton.StartClient())
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{
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Debug.Log("Client started successfully.");
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}
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else
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{
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Debug.LogError("Failed to start client!");
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}
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}
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}
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