x


Need help converting js to c# 4 errors

Hi I need a little bit help converting js to c# I have 4 errors: - error CS0023: The !' operator cannot be applied to operand of typemethod group' - error CS1502: The best overloaded method match for UnityEngine.Network.InitializeServer(int, int, bool)' has some invalid arguments - error CS1503: Argument#3' cannot convert object' expression to typebool' - error CS0029: Cannot implicitly convert type UnityEngine.HostData[]' tobool'

JS: var playerPrefab:GameObject; var spawnObject:Transform; var gameName:String = "Network_Testing_Dinges";

private var refreshing:boolean;
private var hostData:HostData[];

private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;

function Start()
{ 
    btnX = Screen.width * 0.05;
    btnY = Screen.width * 0.05;
    btnW = Screen.width * 0.2;
    btnH = Screen.width * 0.2;
}

function startServer()
{
    Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
    MasterServer.RegisterHost(gameName, "Network Testing Name", "This is Network Testing Dinges");
}

function refreshHostList()
{
    MasterServer.RequestHostList(gameName);
    refreshing = true;
}

function Update()
{
    if(refreshing)
    {
       if(MasterServer.PollHostList().Length > 0)
       {
         refreshing = false;
         Debug.Log(MasterServer.PollHostList().Length);
         hostData = MasterServer.PollHostList();
       } 
    }
}

function spawnPlayer()
{
    Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}

// Messages
function OnServerInitialized()
{
    Debug.Log("Server initialized!");
    spawnPlayer();
}

function OnConnectedToServer() 
{
    Debug.Log("Connected To Server!");
    spawnPlayer();
}

function OnMasterServerEvent(mse: MasterServerEvent) 
{
    if (mse == MasterServerEvent.RegistrationSucceeded) 
    {
        Debug.Log("Registered Server");
    }
}

// GUI
function OnGUI()
{
    if(!Network.isClient && !Network.isServer)
    {
       if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server"))
       {
         Debug.Log("Starting Server");
         startServer();
       }

       if(GUI.Button(Rect(btnX, btnY *1.2 + btnH, btnW, btnH), "Refresh Hosts"))
       {
         Debug.Log("Refreshing");
         refreshHostList();
       }

       if(hostData)
       { 
         for(var i:int = 0; i <hostData.length; ++i)
         {
          if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), hostData[i].gameName))
          {
              Network.Connect(hostData[i]);
          }
         }
       }
    }
}

C#: using UnityEngine; using System.Collections;

public class NetworkManagerScript : MonoBehaviour 
{
    GameObject playerPrefab;
    Transform spawnObject;
    string gameName = "Network_Testing_Dinges";

    private bool  refreshing;
    HostData[] hostData;

    private float btnX;
    private float btnY;
    private float btnW;
    private float btnH;

    void  Start ()
    { 
       btnX = Screen.width * 0.05f;
       btnY = Screen.width * 0.05f;
       btnW = Screen.width * 0.2f;
       btnH = Screen.width * 0.2f;
    }

    void  startServer ()
    {
       Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
       MasterServer.RegisterHost(gameName, "Network Testing Name", "This is Network Testing Dinges");
    }

    void  refreshHostList ()
    {
       MasterServer.RequestHostList(gameName);
       refreshing = true;
    }

    void  Update ()
    {
       if(refreshing)
       {
         if(MasterServer.PollHostList().Length > 0)
         {
          refreshing = false;
          Debug.Log(MasterServer.PollHostList().Length);
          hostData = MasterServer.PollHostList();
         }    
       }
    }

    void  spawnPlayer ()
    {
       Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
    }

    // Messages
    void  OnServerInitialized ()
    {
       Debug.Log("Server initialized!");
       spawnPlayer();
    }

    void  OnConnectedToServer (){
       Debug.Log("Connected To Server!");
       spawnPlayer();
    }

    void  OnMasterServerEvent ( MasterServerEvent mse)
    {
        if (mse == MasterServerEvent.RegistrationSucceeded) 
        {
            Debug.Log("Registered Server");
        }
    }

    // GUI
    void  OnGUI ()
    {
       if(!Network.isClient && !Network.isServer)
       {
         if(GUI.Button( new Rect(btnX, btnY, btnW, btnH), "Start Server"))
         {
          Debug.Log("Starting Server");
          startServer();
         }

         if(GUI.Button( new Rect(btnX, btnY *1.2f + btnH, btnW, btnH), "Refresh Hosts"))
         {
          Debug.Log("Refreshing");
          refreshHostList();
         }

         if(hostData)
         {    
          for(int i = 0; i <hostData.Length; ++i)
          {
              if(GUI.Button( new Rect(btnX * 1.5f + btnW, btnY * 1.2f + (btnH * i), btnW * 3, btnH * 0.5f), hostData[i].gameName))
              {
                 Network.Connect(hostData[i]);
              }
          }
         }
       }
    }
}
more ▼

asked Mar 06 '13 at 08:56 AM

MrP gravatar image

MrP
1 2 5 5

(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first

couple of things i could notice:

!Network.HavePublicAddress

should be:

!Network.HavePublicAddress()

and you can change :

if(hostData)

to:

if(hostData !=null)
more ▼

answered Mar 06 '13 at 09:51 AM

SolidSnake gravatar image

SolidSnake
559 6 9 11

(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x7699
x2984
x1184
x67
x6

asked: Mar 06 '13 at 08:56 AM

Seen: 872 times

Last Updated: Mar 06 '13 at 09:51 AM