Beispiel #1
0
    private IEnumerator InnerSet(StatsTransmission stats)
    {
        yield return(new WaitForSeconds(showAfterSeconds));

        gameObject.SetActive(true);

        if (Player.LocalPlayer.isServer)
        {
            waitingForHostText.gameObject.SetActive(false);
            backButton.gameObject.SetActive(true);
            leaveServerButton.gameObject.SetActive(false);
        }
        else
        {
            waitingForHostText.gameObject.SetActive(true);
            backButton.gameObject.SetActive(false);
            leaveServerButton.gameObject.SetActive(true);
        }

        while (contentTrans.childCount > 0)
        {
            Transform trans = contentTrans.GetChild(0);
            trans.SetParent(null);
            Destroy(trans.gameObject);
        }

        for (int i = 0; i < stats.stats.Length; i++)
        {
            GameOverPlayer gop = Instantiate(playerPrefab, contentTrans);
            gop.Set(stats.names[i], stats.characterTypes[i], stats.stats[i]);
        }
    }
Beispiel #2
0
    public static void WriteStatsTransmission(this NetworkWriter writer, StatsTransmission stats)
    {
        writer.WriteArray(stats.names);

        int[] characterTypes = new int[stats.characterTypes.Length];
        for (int i = 0; i < characterTypes.Length; i++)
        {
            characterTypes[i] = (int)stats.characterTypes[i];
        }
        writer.WriteArray(characterTypes);

        for (int i = 0; i < stats.stats.Length; i++)
        {
            writer.WriteArray(stats.stats[i]);
        }
    }
Beispiel #3
0
 /// <summary>
 /// Sets all stats of all players.
 /// </summary>
 public void Set(StatsTransmission stats)
 {
     GlobalsDict.Instance.StartCoroutine(InnerSet(stats));
 }
Beispiel #4
0
 public GameOverMessage(StatsTransmission statsTransmission)
 {
     this.statsTransmission = statsTransmission;
 }