private GameObject FindPendingPlayer(int connectionId, NetworkInstanceId netId, short playerControllerId)
        {
            ConnectionPendingPlayers players2;

            if (!this.m_PendingPlayers.ContainsKey(connectionId))
            {
                goto Label_0089;
            }
            int num = 0;

Label_0068:
            players2 = this.m_PendingPlayers[connectionId];
            if (num < players2.players.Count)
            {
                ConnectionPendingPlayers players = this.m_PendingPlayers[connectionId];
                PendingPlayerInfo        info    = players.players[num];
                if ((info.netId == netId) && (info.playerControllerId == playerControllerId))
                {
                    return(info.obj);
                }
                num++;
                goto Label_0068;
            }
Label_0089:
            return(null);
        }
Beispiel #2
0
        void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId)
        {
            if (!m_PendingPlayers.ContainsKey(connectionId))
            {
                var pending = new ConnectionPendingPlayers();
                pending.players = new List <PendingPlayerInfo>();
                m_PendingPlayers[connectionId] = pending;
            }
            PendingPlayerInfo info = new PendingPlayerInfo();

            info.netId = netId;
            info.playerControllerId = playerControllerId;
            info.obj = obj;
            m_PendingPlayers[connectionId].players.Add(info);
        }
Beispiel #3
0
        private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId)
        {
            if (!m_PendingPlayers.ContainsKey(connectionId))
            {
                ConnectionPendingPlayers value = default(ConnectionPendingPlayers);
                value.players = new List <PendingPlayerInfo>();
                m_PendingPlayers[connectionId] = value;
            }
            PendingPlayerInfo item = default(PendingPlayerInfo);

            item.netId = netId;
            item.playerControllerId = playerControllerId;
            item.obj = obj;
            ConnectionPendingPlayers connectionPendingPlayers = m_PendingPlayers[connectionId];

            connectionPendingPlayers.players.Add(item);
        }
 private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId)
 {
     if (!this.m_PendingPlayers.ContainsKey(connectionId))
     {
         ConnectionPendingPlayers players = new ConnectionPendingPlayers {
             players = new List<PendingPlayerInfo>()
         };
         this.m_PendingPlayers[connectionId] = players;
     }
     PendingPlayerInfo item = new PendingPlayerInfo {
         netId = netId,
         playerControllerId = playerControllerId,
         obj = obj
     };
     ConnectionPendingPlayers players2 = this.m_PendingPlayers[connectionId];
     players2.players.Add(item);
 }
        private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId)
        {
            if (!this.m_PendingPlayers.ContainsKey(connectionId))
            {
                ConnectionPendingPlayers players = new ConnectionPendingPlayers {
                    players = new List <PendingPlayerInfo>()
                };
                this.m_PendingPlayers[connectionId] = players;
            }
            PendingPlayerInfo item = new PendingPlayerInfo {
                netId = netId,
                playerControllerId = playerControllerId,
                obj = obj
            };
            ConnectionPendingPlayers players2 = this.m_PendingPlayers[connectionId];

            players2.players.Add(item);
        }
Beispiel #6
0
 private GameObject FindPendingPlayer(int connectionId, NetworkInstanceId netId, short playerControllerId)
 {
     if (m_PendingPlayers.ContainsKey(connectionId))
     {
         int num = 0;
         while (true)
         {
             int num2 = num;
             ConnectionPendingPlayers connectionPendingPlayers = m_PendingPlayers[connectionId];
             if (num2 >= connectionPendingPlayers.players.Count)
             {
                 break;
             }
             ConnectionPendingPlayers connectionPendingPlayers2 = m_PendingPlayers[connectionId];
             PendingPlayerInfo        pendingPlayerInfo         = connectionPendingPlayers2.players[num];
             if (pendingPlayerInfo.netId == netId && pendingPlayerInfo.playerControllerId == playerControllerId)
             {
                 return(pendingPlayerInfo.obj);
             }
             num++;
         }
     }
     return(null);
 }