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@arun02139
Last active February 20, 2017 04:53
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using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.Assertions;
using System.Collections;
public class LocalHostBootstrap : MonoBehaviour
{
string _debugString;
void Awake()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "battle")
{
if (NetworkManager.singleton == null)
StartCoroutine(PauseAndSpawnNetwork());
}
}
IEnumerator PauseAndSpawnNetwork()
{
yield return new WaitForEndOfFrame();
var networkManagerGO = Util.InstantiateFromResource ("SimpleNetwork");
NetworkManager networkManager = networkManagerGO.GetComponent<NetworkManager> ();
networkManager.onlineScene = SceneManager.GetActiveScene().name;
networkManager.StartHost ();
}
}
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