Class LobbyNetworkManager
Extends NetworkManager to have a LobbyLoginController reference. Updates the LobbyLoginController player list after players diconnect.
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
UnityEngine.Networking.NetworkManager
LobbyNetworkManager
Inherited Members
UnityEngine.Networking.NetworkManager.matchName
UnityEngine.Networking.NetworkManager.matchSize
UnityEngine.Networking.NetworkManager.networkSceneName
UnityEngine.Networking.NetworkManager.isNetworkActive
UnityEngine.Networking.NetworkManager.client
UnityEngine.Networking.NetworkManager.matchInfo
UnityEngine.Networking.NetworkManager.matchMaker
UnityEngine.Networking.NetworkManager.matches
UnityEngine.Networking.NetworkManager.singleton
UnityEngine.Networking.NetworkManager.SetupMigrationManager(UnityEngine.Networking.NetworkMigrationManager)
UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartServer()
UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.UseExternalClient(UnityEngine.Networking.NetworkClient)
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.StartClient()
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig)
UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.StartHost()
UnityEngine.Networking.NetworkManager.StopHost()
UnityEngine.Networking.NetworkManager.StopServer()
UnityEngine.Networking.NetworkManager.StopClient()
UnityEngine.Networking.NetworkManager.ServerChangeScene(System.String)
UnityEngine.Networking.NetworkManager.RegisterStartPosition(UnityEngine.Transform)
UnityEngine.Networking.NetworkManager.UnRegisterStartPosition(UnityEngine.Transform)
UnityEngine.Networking.NetworkManager.IsClientConnected()
UnityEngine.Networking.NetworkManager.Shutdown()
UnityEngine.Networking.NetworkManager.OnServerConnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnServerReady(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16, UnityEngine.Networking.NetworkReader)
UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16)
UnityEngine.Networking.NetworkManager.GetStartPosition()
UnityEngine.Networking.NetworkManager.OnServerRemovePlayer(UnityEngine.Networking.NetworkConnection, UnityEngine.Networking.PlayerController)
UnityEngine.Networking.NetworkManager.OnServerError(UnityEngine.Networking.NetworkConnection, System.Int32)
UnityEngine.Networking.NetworkManager.OnServerSceneChanged(System.String)
UnityEngine.Networking.NetworkManager.OnClientConnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientDisconnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientError(UnityEngine.Networking.NetworkConnection, System.Int32)
UnityEngine.Networking.NetworkManager.OnClientNotReady(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientSceneChanged(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.StartMatchMaker()
UnityEngine.Networking.NetworkManager.StopMatchMaker()
UnityEngine.Networking.NetworkManager.SetMatchHost(System.String, System.Int32, System.Boolean)
UnityEngine.Networking.NetworkManager.OnStartHost()
UnityEngine.Networking.NetworkManager.OnStartServer()
UnityEngine.Networking.NetworkManager.OnStartClient(UnityEngine.Networking.NetworkClient)
UnityEngine.Networking.NetworkManager.OnStopServer()
UnityEngine.Networking.NetworkManager.OnStopHost()
UnityEngine.Networking.NetworkManager.OnMatchCreate(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.OnMatchList(System.Boolean, System.String, System.Collections.Generic.List<UnityEngine.Networking.Match.MatchInfoSnapshot>)
UnityEngine.Networking.NetworkManager.OnMatchJoined(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.OnDestroyMatch(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.OnDropConnection(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.OnSetMatchAttributes(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.networkPort
UnityEngine.Networking.NetworkManager.serverBindToIP
UnityEngine.Networking.NetworkManager.serverBindAddress
UnityEngine.Networking.NetworkManager.networkAddress
UnityEngine.Networking.NetworkManager.dontDestroyOnLoad
UnityEngine.Networking.NetworkManager.runInBackground
UnityEngine.Networking.NetworkManager.scriptCRCCheck
UnityEngine.Networking.NetworkManager.sendPeerInfo
UnityEngine.Networking.NetworkManager.maxDelay
UnityEngine.Networking.NetworkManager.logLevel
UnityEngine.Networking.NetworkManager.playerPrefab
UnityEngine.Networking.NetworkManager.autoCreatePlayer
UnityEngine.Networking.NetworkManager.playerSpawnMethod
UnityEngine.Networking.NetworkManager.offlineScene
UnityEngine.Networking.NetworkManager.onlineScene
UnityEngine.Networking.NetworkManager.spawnPrefabs
UnityEngine.Networking.NetworkManager.startPositions
UnityEngine.Networking.NetworkManager.customConfig
UnityEngine.Networking.NetworkManager.connectionConfig
UnityEngine.Networking.NetworkManager.globalConfig
UnityEngine.Networking.NetworkManager.maxConnections
UnityEngine.Networking.NetworkManager.channels
UnityEngine.Networking.NetworkManager.secureTunnelEndpoint
UnityEngine.Networking.NetworkManager.useWebSockets
UnityEngine.Networking.NetworkManager.useSimulator
UnityEngine.Networking.NetworkManager.simulatedLatency
UnityEngine.Networking.NetworkManager.packetLossPercentage
UnityEngine.Networking.NetworkManager.matchHost
UnityEngine.Networking.NetworkManager.matchPort
UnityEngine.Networking.NetworkManager.clientLoadedScene
UnityEngine.Networking.NetworkManager.migrationManager
UnityEngine.Networking.NetworkManager.numPlayers
UnityEngine.Networking.NetworkManager.defaultTransport
UnityEngine.Networking.NetworkManager.activeTransport
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: LlamaSoftware.Chat.Demo.Lobby
Assembly: LlamaSoftware.Chat.Demo.dll
Syntax
public class LobbyNetworkManager : BaseNetworkManager
Fields
LobbyLoginController
Declaration
[SerializeField]
protected LobbyLoginController LobbyLoginController
Field Value
Type | Description |
---|---|
LobbyLoginController |
Methods
OnServerDisconnect(NetworkConnection)
Called on the server when a player disconnects. Will call UpdatePlayers() after a brief delay to update
Declaration
public override void OnServerDisconnect(NetworkConnection conn)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Networking.NetworkConnection | conn | Network Connection of the disconnected player. |
Overrides
OnStopClient()
Since Login scene and Lobby scene are combined in the demo, this disables UnityEngine.Networking.NetworkManager.autoCreatePlayer which prevents having random players created when a player presses STOP then connects again.
Declaration
public override void OnStopClient()
Overrides
UnityEngine.Networking.NetworkManager.OnStopClient()
UpdatePlayers()
Updates players in the LobbyLoginController.
Declaration
protected void UpdatePlayers()