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