public void RpcReplayGame() { GUIManagerScript.DisableInput(false); List <CaptainsMessPlayer> players = GetPlayers(); int size = players.Count; foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { nps.playerButton.SetActive(true); } nps.playerButton.GetComponent <Button>().interactable = false; Vector3 goal = player.GetComponent <RemotePlayerScript>().GetPosition(); //Move there /* * nps.playerButton.transform.DOLocalMove(goal, nps.fastMovementSpeed); * nps.playerButton.transform.DOScale(Vector3.one, nps.fastMovementSpeed); */ //Insta go there nps.playerButton.transform.localPosition = goal; nps.playerButton.transform.localScale = Vector3.one; } playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(160 * (size + 1), 340); SetReady(true); //Auto advance }
void Start() { playerParent = GUIManagerScript.playerParent; playerButton = transform.Find("PlayerButton").gameObject; playerButton.transform.SetParent(playerParent.transform, false); playerButton.transform.localScale = Vector3.one; playerButtonOutline = playerButton.GetComponent <Outline>(); playerButtonOutline.enabled = false; playerButton.SetActive(false); if (isLocalPlayer) { playerButton.GetComponent <Button>().interactable = false; playerButton.transform.localPosition = Vector3.zero; GUIManagerScript.DisableInput(false); GUIManagerScript.SetBackButton(false); nameText = ""; GUIManagerScript.FillPlayerText(nameText); } }
public void RpcStartGame(int s) { songID = s; scored_ThisRound = 0; scored_TimeBonus = 0; scored_FirstBonus = false; scored_WasGuessed = false; //playerParent.GetComponent<PlayerParentScript>().Unlock(); // Bullshit code. Temp? Maybe not? // What if player WAS ready, but now that we're actually starting they are no longer? // Too late for them! Let's double check if (!ready) { Assert.IsFalse(ready, "Player wasn't ready, but the server thought they were!"); // Oh noes! What do we do? Let's cheat: SetReady(true); // See buddy, you were ready the whole time, right? } ResetMatch(); if (isLocalPlayer) { GUIManagerScript.FillPlayerText(nameText); GUIManagerScript.SetButton(false); GUIManagerScript.DisableInput(true); GUIManagerScript.SetBackButton(false); AudioManagerScript.instance.StartGameMusic(); GUIManagerScript.SetColorShow(nameText, ColorScript.GetColor(color), ColorScript.GetColorName(color)); localPScript.reminded = false; } List <CaptainsMessPlayer> players = GetPlayers(); foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { player.GetComponent <NetworkedPlayerScript>().playerButton.SetActive(true); player.GetComponent <NetworkedPlayerScript>().playerButton.GetComponent <Button>().interactable = true; } } }