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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 type method 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 type bool' - error CS0029: Cannot implicitly convert type UnityEngine.HostData[]' to bool'

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

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]);
                    }
                }
            }
        }
    }
}
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asked Mar 06, 2013 at 08:56 AM

MrP gravatar image

MrP
1 7 10 10

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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)
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answered Mar 06, 2013 at 09:51 AM

SolidSnake gravatar image

SolidSnake
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asked: Mar 06, 2013 at 08:56 AM

Seen: 1162 times

Last Updated: Mar 06, 2013 at 09:51 AM