// ----------------- Server callbacks ------------------ //we want to disable the button JOIN if we don't have enough player //But OnLobbyClientConnect isn't called on hosting player. So we override the lobbyPlayer creation public override GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn, short playerControllerId) { GameObject obj = Instantiate(lobbyPlayerPrefab.gameObject) as GameObject; HoloLensLobbyPlayer newPlayer = obj.GetComponent <HoloLensLobbyPlayer>(); PlayerList.instance.AddPlayer(newPlayer); return(obj); }
public void AddPlayer(HoloLensLobbyPlayer player) { // Need to clone the lobby player prefab here at this point.. var cn = new ObjectCollection.CollectionNode(); // try not reparenting here as it causes a problem where when you switch scenes to the // game scene these get destroyed and recreated in an unexpected location in the hierarchy // cn.transform = player.transform; //player.transform.parent = this.transform; NodeList.Add(cn); UpdateCollection(); }
public void RemovePlayer(HoloLensLobbyPlayer player) { player.RemovePlayer(); }