using Mirror; using Steamworks; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MyNetworkManager : NetworkManager { public static bool isMulitplayer; public List allClients = new List(); public override void OnServerAddPlayer(NetworkConnectionToClient conn) { base.OnServerAddPlayer(conn); MyClient client = conn.identity.GetComponent(); CSteamID steamId = SteamLobby.LobbyID.m_SteamID == 0 ? SteamUser.GetSteamID() : SteamMatchmaking.GetLobbyMemberByIndex(SteamLobby.LobbyID, allClients.Count); client.playerInfo = new PlayerInfoData(SteamFriends.GetFriendPersonaName(steamId), steamId.m_SteamID); } public override void OnServerDisconnect(NetworkConnectionToClient conn) { base.OnServerDisconnect(conn); } public override void OnStartClient() { if (isMulitplayer) { MainMenu.instance.SetMenuState(MenuState.InParty); PopupManager.instance.Popup_Close(); } base.OnStartClient(); } public override void OnStopClient() { if (isMulitplayer) { MainMenu.instance.SetMenuState(MenuState.Home); } base.OnStopClient(); } public void SetMultiplayer(bool value) { isMulitplayer = value; if (isMulitplayer) NetworkServer.dontListen = false; else NetworkServer.dontListen = true; } }