34 次代码提交 (b4f0dfc6-0062-4070-9fa8-7dd4b6cf2b40)

作者 SHA1 备注 提交日期
nathaniel.buck@unity3d.com 5f41201b Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
nathaniel.buck@unity3d.com 7e8eeb05 Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on. 3 年前
nathaniel.buck@unity3d.com 834f705a Apparently the manual list of connected players wasn't updating, so I've switched to just use the NetworkManager's list instead. 3 年前
nathaniel.buck@unity3d.com 2e0ba992 Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host). 3 年前
nathaniel.buck@unity3d.com 119e8e33 Switching over to the RelayUnityTransport component, although I'm still using the other Relay allocation to send the NGO relay code so that needs to change. Also note that consecutive games in one lobby fail now, for using the wrong relay code. 3 年前
nathaniel.buck@unity3d.com 3aca367d Removing the use of Relay to transmit the NGO relay code. 3 年前
nathaniel.buck@unity3d.com 1041eaf9 Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file. 3 年前
nathaniel.buck@unity3d.com 120aeb08 Changing the InGame namespace/directory to NGO for clarity. 3 年前
nathaniel.buck@unity3d.com 3c745e1e Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well. 3 年前
nathaniel.buck@unity3d.com ca5164bb A couple things: 3 年前
nathaniel.buck@unity3d.com d2ab33ea Adding a fix for players sometimes getting booted from the minigame even when successfully connected (I was mismanaging the ClientRPC call that starts the game so that the last client to connect would sometimes receive the begin game message for another player (and then not initialize since it hadn't gotten its connection confirmation yet) and then try to start the game without being in the connected state, even though it was actually connected.) 3 年前
nathaniel.buck@unity3d.com 80a98484 Cleaning up some comments for clarity. I've also removed NetworkTransform from the cursor since we're managing the positions with a NetworkVariable, and renamed some methods. 3 年前
Jacob Stove Lorentzen d5286095 Added Comments and clarified some class names. 3 年前
Jacob 06dea12e renamed the namespace 3 年前
Jacob Stove Lorentzen eea9bb46 Unity 2021 upgrade and NGO Update 3 年前
Jacob Stove Lorentzen 2ea6c8bc BROKEN ( New NGO NetworkManager pattern causes initialization issues) 3 年前
Jacob Stove Lorentzen 838efe8b Fixed Glyph game bugs caused by updated packages. 3 年前
Jacob Stove Lorentzen 80021bb5 Adding ParrelSync 3 年前
Jacob Stove Lorentzen 3daae290 Test Scene working, confirming what we knew. 3 年前
Jacob Stove Lorentzen abc179d2 Removed LobbyAPIInterface completely. 3 年前
Jacob Stove Lorentzen 33b59ac0 SetupIngame removed most callbacks 3 年前
Jacob Stove Lorentzen a6f862b2 Small Nitpicks for relay roundtrip and asyncRequests 3 年前
Jacob Stove Lorentzen 8a5b5a31 Renamed LobbyUpdater to Lobby Synchronizer. 3 年前
Jacob Stove Lorentzen 04cf2cf7 Stopping point. for converting Lobby to non-observer. 3 年前
Jacob Stove Lorentzen 3afa3f3b Renamed LobbyUser to LobbyPlayer 3 年前
Jacob Stove Lorentzen 7e47c4ab Stopping POint 2 年前
Jacob Stove Lorentzen f73d89e6 WIP: Torn out LobbyUserObserver and LocalobbyObserver. 2 年前
Jacob Stove Lorentzen ec24566e fix: Back to working 1-player lobby without relay lobby 2 年前
Jacob e462c1d1 feat : Working Callbacks!!!! 2 年前
Jacob a6fea812 wip : Sending Data to Lobby 2 年前
UnityJacob a494c1ac WIP : Stopping point 2 年前
UnityJacob c7ba89bc feat: working relay share and countdown sync 2 年前
UnityJacob a5704e9b feat: rest of the lifecycle working 2 年前
UnityJacob a91d6f8a cleanup : removed redundant infrastructure 2 年前