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Added WallGame Scene
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framacia committed Feb 7, 2024
1 parent fd17449 commit 3fb3aee
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4 changes: 2 additions & 2 deletions unity-arml-sdk/Assets/Mirror/Components/NetworkRoomManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -442,10 +442,10 @@ public override void OnStartClient()
/// Called on the client when connected to a server.
/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
/// </summary>
public override void OnClientConnect()
public override void OnServerConnect()
{
OnRoomClientConnect();
base.OnClientConnect();
base.OnServerConnect();
}

/// <summary>
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2 changes: 1 addition & 1 deletion unity-arml-sdk/Assets/Mirror/Core/NetworkBehaviour.cs
Original file line number Diff line number Diff line change
Expand Up @@ -313,7 +313,7 @@ protected virtual void OnValidate()
}
#endif
}

// pass full function name to avoid ClassA.Func <-> ClassB.Func collisions
protected void SendCommandInternal(string functionFullName, int functionHashCode, NetworkWriter writer, int channelId, bool requiresAuthority = true)
{
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6 changes: 3 additions & 3 deletions unity-arml-sdk/Assets/Mirror/Core/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1199,7 +1199,7 @@ void OnClientAuthenticated()
}

// Call virtual method regardless of whether a scene change is expected or not.
OnClientConnect();
OnServerConnect();
}

// Transport callback, invoked after client fully disconnected.
Expand Down Expand Up @@ -1293,7 +1293,7 @@ public virtual void OnServerDisconnect(NetworkConnectionToClient conn)
// can be overwritten for cases like delayed logouts in MMOs to
// avoid players escaping from PvP situations by logging out.
NetworkServer.DestroyPlayerForConnection(conn);
//Debug.Log("OnServerDisconnect: Client disconnected.");
Debug.Log("OnServerDisconnect: Client disconnected.");
}

/// <summary>Called on the server when a client is ready (= loaded the scene)</summary>
Expand Down Expand Up @@ -1332,7 +1332,7 @@ public virtual void OnServerChangeScene(string newSceneName) { }
public virtual void OnServerSceneChanged(string sceneName) { }

/// <summary>Called on the client when connected to a server. By default it sets client as ready and adds a player.</summary>
public virtual void OnClientConnect()
public virtual void OnServerConnect()
{
// OnClientConnect by default calls AddPlayer but it should not do
// that when we have online/offline scenes. so we need the
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2 changes: 1 addition & 1 deletion unity-arml-sdk/Assets/Mirror/Core/NetworkManagerHUD.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ void Awake()

void OnGUI()
{
GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, 250, 9999));
GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, Screen.width/4, Screen.height/2));
if (!NetworkClient.isConnected && !NetworkServer.active)
{
StartButtons();
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Original file line number Diff line number Diff line change
Expand Up @@ -60,9 +60,9 @@ IEnumerator DoServerDisconnect(NetworkConnectionToClient conn)
/// Called on the client when connected to a server.
/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
/// </summary>
public override void OnClientConnect()
public override void OnServerConnect()
{
base.OnClientConnect();
base.OnServerConnect();
canvasController.OnClientConnect();
}

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