Updates the Universal Render Pipeline settings by changing resource IDs to new values for consistency. Removes obsolete metadata for the SpeedFireModels and BuilderStaff assets to clean up the project and reduce clutter. These changes improve project organization and maintain compatibility with the latest rendering features.
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using Unity.Netcode;
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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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NetworkManager.Singleton.StartClient();
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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 LoadScene(string sceneName)
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{
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if (!SceneManager.GetSceneByName(sceneName).isLoaded)
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{
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// Use NetworkSceneManager to load the scene
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NetworkManager.Singleton.SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
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}
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}
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}
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