/// <summary>
        /// Called on the client when ever the scene changes.
        /// 
        /// todo: Don't handle player spawning in here. We currently do it here because we want to spawn
        /// a player object as soon as we change to the online scene. However further down the road we
        /// will have more than just one scene and will eventually run into problems where this function
        /// is called for every scene. Which we don't want potentially. Rather we will not be unloading
        /// spawned player objects on scene changes.
        /// </summary>
        /// <param name="conn"></param>
        public override void OnClientSceneChanged(NetworkConnection conn)
        {
            base.OnClientSceneChanged(conn);
            Debug.Log("OnClientSceneChanged");

            // spawn our player
            var msg = new AddPlayerMessage();
            msg.playerPrefabIndex = networkPrefabIndex;
            msg.name = localPlayerName;
            ClientScene.AddPlayer(conn, 0, msg);
        }
Beispiel #2
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        /// <summary>
        /// Called on the client when ever the scene changes.
        ///
        /// todo: Don't handle player spawning in here. We currently do it here because we want to spawn
        /// a player object as soon as we change to the online scene. However further down the road we
        /// will have more than just one scene and will eventually run into problems where this function
        /// is called for every scene. Which we don't want potentially. Rather we will not be unloading
        /// spawned player objects on scene changes.
        /// </summary>
        /// <param name="conn"></param>
        public override void OnClientSceneChanged(NetworkConnection conn)
        {
            base.OnClientSceneChanged(conn);
            Debug.Log("OnClientSceneChanged");

            // spawn our player
            var msg = new AddPlayerMessage();

            msg.playerPrefabIndex = networkPrefabIndex;
            msg.name = localPlayerName;
            ClientScene.AddPlayer(conn, 0, msg);
        }