Files

60 lines
2.1 KiB
C#

using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(NetworkManager), typeof(UnityTransport))]
public sealed class FriendslopSession : MonoBehaviour
{
public static FriendslopSession Instance { get; private set; }
[SerializeField] private NetworkObject playerPrefab;
[SerializeField] private string menuScene = "MainMenu";
[SerializeField] private string gameplayScene = "Factory";
public string Status { get; private set; } = "Ready.";
public bool IsOnline => NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening;
private NetworkManager manager;
private UnityTransport transport;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
manager = GetComponent<NetworkManager>();
transport = GetComponent<UnityTransport>();
manager.NetworkConfig.NetworkTransport = transport;
manager.NetworkConfig.PlayerPrefab = playerPrefab.gameObject;
manager.NetworkConfig.EnableSceneManagement = true;
manager.OnServerStarted += LoadGameplayForHost;
}
private void Start() => SceneManager.LoadScene(menuScene);
private void OnDestroy()
{
if (manager != null) manager.OnServerStarted -= LoadGameplayForHost;
if (Instance == this) Instance = null;
}
public bool StartHost(ushort port)
{
transport.SetConnectionData("0.0.0.0", port, "0.0.0.0");
Status = manager.StartHost() ? $"Host started on {port}." : "Host failed to start.";
return manager.IsHost;
}
public bool StartClient(string address, ushort port)
{
transport.SetConnectionData(address.Trim(), port);
bool started = manager.StartClient();
Status = started ? $"Connecting to {address}:{port}..." : "Client failed to start.";
return started;
}
private void LoadGameplayForHost()
{
Status = "Loading factory...";
manager.SceneManager.LoadScene(gameplayScene, LoadSceneMode.Single);
}
}