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Assets/TcgEngine/Scripts/Network/NetworkData.cs
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38
Assets/TcgEngine/Scripts/Network/NetworkData.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TcgEngine
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{
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/// <summary>
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/// Main config file for all network-related things
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/// Server API password is not in this file (and is in the Server scene instead) to prevent exposing it to client build
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/// </summary>
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[CreateAssetMenu(fileName = "NetworkData", menuName = "TcgEngine/NetworkData", order = 0)]
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public class NetworkData : ScriptableObject
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{
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[Header("Game Server")]
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public string url; //Url of your Game Server
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public ushort port; //Port to connect/listen on your game server
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[Header("API")]
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public string api_url; //Url of your Nodejs API (can be same as Game Server)
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public bool api_https; //Http or Https ? Http will use port 80, https will use port 443
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[Header("Settings")]
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public SoloType solo_type; //Wether to use Netcode or not in Solo mode (multiplayer always use netcode), using Netcode means more consistency between the 2 modes
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public AuthenticatorType auth_type; //Test Mode (local mode) or API mode
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public static NetworkData Get()
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{
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return TcgNetwork.Get().data;
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}
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}
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public enum SoloType
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{
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UseNetcode = 0, //Use Netcode network messages in solo to have more similar behavior on both multiplayer and solo, Recommended for consistency between multi/solo
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Offline = 10 //Make solo totally offline (no netcode) but may behave differently than multiplayer, required for WebGL since StartHost don't work on webgl.
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}
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}
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