Beispiel #1
0
    public override void OnServerReady(NetworkConnection conn)
    {
        base.OnServerReady(conn);

        //raise our event
        OnServerReadied?.Invoke(conn); //If on server readied, invoke and pass a connection
        //know when a client is ready, called on server
    }
 private void OnServerReadyLobby()
 {
     if (!IsLobbyReadyToStart())
     {
         return;
     }
     OnServerReadied?.Invoke();
 }
Beispiel #3
0
 public override void OnServerReady(NetworkConnection conn)
 {
     base.OnServerReady(conn);
     if (SceneManager.GetActiveScene().name.StartsWith("Combat"))
     {
         OnServerReadied?.Invoke(conn);
     }
     // else if (SceneManager.GetActiveScene().name.StartsWith("Lobby"))
     // {
     //     if (rondaAJugar > maxRondas)
     //     {
     //         GameEndedMessage msg = new GameEndedMessage();
     //         var tkconn = tokenConnection.Find(kvp => kvp.Value == conn);
     //         int puesto = clasificacionOrdenada.FindIndex(p => p.Key == tkconn.Key);
     //         msg.Puesto = puesto;
     //         conn.Send<GameEndedMessage>(msg);
     //     }
     // }
 }
    public override void OnServerReady(NetworkConnection conn)
    {
        base.OnServerReady(conn);

        OnServerReadied?.Invoke(conn);
    }
Beispiel #5
0
 public override void OnServerReady(NetworkConnection conn)          // --------------- GAME ----------------- (SpawnPlayer function invoking)
 {
     base.OnServerReady(conn);
     OnServerReadied?.Invoke(conn);
 }
Beispiel #6
0
 public override void OnServerReady(NetworkConnection conn)
 {
     Debug.Log("[LobbyNetworkManager] Client ready on server");
     base.OnServerReady(conn);
     OnServerReadied?.Invoke(conn);
 }