using FishNet.Managing; using FishNet.Transporting; using Managers; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace UI { public class NetworkUIController : MonoBehaviour { // [SerializeField] private GameObject serverIndicator; // [SerializeField] private GameObject clientIndicator; // [SerializeField] private GameObject hostIndicator; [SerializeField] private GameObject hostNewButton; [SerializeField] private GameObject hostSaveButton; [SerializeField] private GameObject connectButton; [SerializeField] private SpriteRenderer serverIndicator; [SerializeField] private SpriteRenderer clientIndicator; private LocalConnectionState _clientState = LocalConnectionState.Stopped; private EventSystem _eventSystem; private NetworkManager _networkManager; private LocalConnectionState _serverState = LocalConnectionState.Stopped; private void Start() { _networkManager = FindObjectOfType(); if (_networkManager == null) { Debug.LogError("NetworkManager not found, HUD will not function."); } else { UpdateColor(LocalConnectionState.Stopped, ref serverIndicator); UpdateColor(LocalConnectionState.Stopped, ref clientIndicator); _networkManager.ServerManager.OnServerConnectionState += OnServerConnectionState; _networkManager.ClientManager.OnClientConnectionState += OnClientConnectionState; } // host.GetComponent