void CmdAddPlayer(NetworkIdentity ni) { if (playerOne == null) playerOne = ni; else if (playerTwo == null) playerTwo = ni; }
private void GetNetworkInformation(GameObject gameObject) { this.m_Identity = gameObject.GetComponent<NetworkIdentity>(); if (this.m_Identity != null) { this.m_Info = new List<NetworkIdentityInfo>(); this.m_Info.Add(this.GetAssetId()); this.m_Info.Add(GetString("Scene ID", this.m_Identity.sceneId.ToString())); if (Application.isPlaying) { this.m_Info.Add(GetString("Network ID", this.m_Identity.netId.ToString())); this.m_Info.Add(GetString("Player Controller ID", this.m_Identity.playerControllerId.ToString())); this.m_Info.Add(GetBoolean("Is Client", this.m_Identity.isClient)); this.m_Info.Add(GetBoolean("Is Server", this.m_Identity.isServer)); this.m_Info.Add(GetBoolean("Has Authority", this.m_Identity.hasAuthority)); this.m_Info.Add(GetBoolean("Is Local Player", this.m_Identity.isLocalPlayer)); NetworkBehaviour[] components = gameObject.GetComponents<NetworkBehaviour>(); if (components.Length > 0) { this.m_Behaviours = new List<NetworkBehaviourInfo>(); foreach (NetworkBehaviour behaviour in components) { NetworkBehaviourInfo item = new NetworkBehaviourInfo { name = new GUIContent(behaviour.GetType().FullName), behaviour = behaviour }; this.m_Behaviours.Add(item); } } } } }
public override void OnStartLocalPlayer() { networkIdentity = GetComponent<NetworkIdentity>(); GetNetworkIdentity(); SetNetworkIdentity(); }
void Start() { image = GetComponent<Image>(); networkIdentity = gameObject.GetComponent<NetworkIdentity>(); image.fillAmount = 1; }
internal PlayerController(GameObject go, short playerControllerId) { this.playerControllerId = -1; this.gameObject = go; this.unetView = go.GetComponent<NetworkIdentity>(); this.playerControllerId = playerControllerId; }
// Use this for initialization void Start() { currentLocalRot = Quaternion.identity; this.transform.localPosition = new Vector3(0, 0, 0); owner = transform.parent.GetComponent<NetworkIdentity>(); cmc = transform.parent.gameObject.GetComponentInChildren<CharacterModelControl>(); }
NetworkIdentity playerTwo = null; //to hold the NetworkIdentity of the SECOND to join as Player TWO #endregion Fields #region Methods //Pass in a network id public bool checkTurn(NetworkIdentity ni) { if (ni == currentPlayer) // if matches currentPlayer variable. returns true. return true; else return false; }
// Use this for initialization public override void Start() { base.Start(); shipRigidbody = myShip.GetComponent<Rigidbody>(); networkidentity = GetComponent<NetworkIdentity>(); if (networkidentity.hasAuthority) shipRigidbody.isKinematic = false; }
internal void AddOwnedObject(NetworkIdentity obj) { if (this.m_ClientOwnedObjects == null) { this.m_ClientOwnedObjects = new HashSet<NetworkInstanceId>(); } this.m_ClientOwnedObjects.Add(obj.netId); }
void Start() { rt = GetComponent<RectTransform>(); myID = GetComponent<NetworkIdentity>(); if (!myID.isLocalPlayer) return; transform.SetParent(Camera.main.GetComponent<ValueAssigner>().ParentTransform, false); ReadyButton.interactable = true; }
protected virtual void Awake() { if (mainCamera == null) mainCamera = Camera.main; navMeshAgent = GetComponent<NavMeshAgent>(); networkIdentity = GetComponent<NetworkIdentity>(); speed = 8.0f; }
internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv) { if (this.m_LocalObjects.ContainsKey(netId) && (this.m_LocalObjects[netId] != null)) { uv = this.m_LocalObjects[netId]; return true; } uv = null; return false; }
// Gets spawned in the Tower.Start() methode. void Start() { Debug.Log ("Starting Local Selector for: " + towerUID); transform.name = towerUID + ".select"; tower = GameObject.Find (towerUID).GetComponent<Tower> (); tNI = tower.GetComponent<NetworkIdentity> (); Button selBtn = GameObject.Find("SelectButton").GetComponent<Button>(); selBtn.onClick.AddListener (() => {TriggerSelect();}); }
void Start() { ni = GetComponent<NetworkIdentity>(); if (ni.isLocalPlayer) { Sm = Camera.main.gameObject.GetComponent<ValueAssigner>().Mover; Sm.MoveDown(); } }
public void Respawn(NetworkIdentity ident, NetworkIdentity enemyIdent, Transform transform) { int num = UnityEngine.Random.Range(0, 3); GameObject player = GameObject.Instantiate(playerPrefabs[num], transform.position, Quaternion.identity) as GameObject; NetworkServer.ReplacePlayerForConnection(enemyIdent.connectionToClient, player, enemyIdent.playerControllerId); playerConn = enemyIdent.connectionToClient; player = GameObject.Instantiate(prefabEnemy, Vector3.zero, Quaternion.identity) as GameObject; NetworkServer.AddPlayerForConnection(ident.connectionToClient, player, ident.playerControllerId); }
///Set new turn based on whos turn it previously was public void newTurn(NetworkIdentity ni) { if (currentPlayer != ni) { if (playerOne == ni) Cmdnewturn(playerTwo); else if (playerTwo == ni) Cmdnewturn(playerOne); } }
private void Init() { if (this.m_Initialized) return; this.m_Initialized = true; this.m_NetworkIdentity = this.target as NetworkIdentity; this.m_ServerOnlyProperty = this.serializedObject.FindProperty("m_ServerOnly"); this.m_LocalPlayerAuthorityProperty = this.serializedObject.FindProperty("m_LocalPlayerAuthority"); this.m_ServerOnlyLabel = new GUIContent("Server Only", "True if the object should only exist on the server."); this.m_LocalPlayerAuthorityLabel = new GUIContent("Local Player Authority", "True if this object will be controlled by a player on a client."); this.m_SpawnLabel = new GUIContent("Spawn Object", "This causes an unspawned server object to be spawned on clients"); }
// Use this for initialization void Start() { if (spawnScript == null) { spawnScript = GameObject.FindGameObjectWithTag("Manager").GetComponent<Spawn>(); } spawnScript.setPlayer(gameObject); netIdentity = GetComponent<NetworkIdentity>(); prefabEye = Resources.Load("Prefabs/eye"); prefabFist = Resources.Load("Prefabs/fist"); prefabMustache = Resources.Load("Prefabs/mustache"); }
void Awake() { rb = GetComponent <Rigidbody>(); #if !DISABLE_PHYSICS_2D rb2D = GetComponent <Rigidbody2D>(); #endif #if PUN_2_OR_NEWER pv = GetComponent <PhotonView>(); #else ni = GetComponent <NetworkIdentity>(); unetNI = GetComponent <UnityEngine.Networking.NetworkIdentity>(); #endif }
void Start() { networkId = GetComponent<NetworkIdentity>(); // enable-disable controller if (!networkId.isLocalPlayer) { GetComponent<CarController>().enabled = false; } else { GetComponent<CarController>().enabled = true; } }
void CmdRandomTurn() { if (currentPlayer != null && playerOne == null && playerTwo == null) return; else { int rand = Random.Range(1, 2); if (rand == 1) currentPlayer = playerOne; if (rand == 2) currentPlayer = playerTwo; } }
private void Awake() { #if PUN_2_OR_NEWER pv = GetComponent <Photon.Pun.PhotonView>(); #else ni = GetComponent <NetworkIdentity>(); unetNI = GetComponent <UnityEngine.Networking.NetworkIdentity>(); #endif var itc = transform.root.GetComponent <IHasTransformCrusher>(); if (itc != null) { tc = itc.TC; } }
void Start() { //on client, this isn't required but is nice for testing. Application.runInBackground = true; var globals = FindObjectOfType<GlobalAssets>(); _networkStateEntityProtoType = globals.NetworkEntityStatePrototype.GetComponent<NetworkIdentity>(); ClientScene.RegisterSpawnHandler(_networkStateEntityProtoType.assetId, OnSpawnEntity, OnDespawnEntity); _client = new NetworkClient(); _client.Connect("localhost", 7777); _client.RegisterHandler(MsgType.Connect, OnClientConnected); }
// Use this for initialization void Start() { points = 0; _timer = 2; _timeout = false; nIdent = GetComponent<NetworkIdentity> (); _hunter = (nIdent.netId.Value <= 2); isFirstplayer = _hunter; red = new Color(255,0,0,1); blue = new Color(0,0,255,1); gameObjectRenderer = this.gameObject.GetComponent<MeshRenderer>(); Material newMaterial = new Material(Shader.Find("Diffuse")); if (_hunter) newMaterial.color = red; else newMaterial.color = blue; gameObjectRenderer.material = newMaterial ; }
internal void AssignAuthorityCallback(NetworkConnection conn, NetworkIdentity uv, bool authorityState) { PeerAuthorityMessage msg = new PeerAuthorityMessage { connectionId = conn.connectionId, netId = uv.netId, authorityState = authorityState }; if (LogFilter.logDebug) { Debug.Log("AssignAuthorityCallback send for netId" + uv.netId); } for (int i = 0; i < NetworkServer.connections.Count; i++) { NetworkConnection connection = NetworkServer.connections[i]; if (connection != null) { connection.Send(0x12, msg); } } }
public override void OnStartClient(){ base.OnStartClient(); Debug.Log("DictID is " + dictId); nIdentity = GetComponent<NetworkIdentity>(); nm = (PlanetsNetworkManager)NetworkManager.singleton; ppi = PersonalPlayerInfo.singleton; pm = PlayerManager.singleton; rb = GetComponent<Rigidbody>(); invertControls = nm.isSplitScreen(); reflectionMatrix = genRefMatrix(90 * Mathf.Deg2Rad); roundEvents = GameObject.Find("RoundEvents").GetComponent<RoundEvents>(); //Sets reference to RoundEvents object resourcePowerUpManager = GameObject.FindGameObjectWithTag("Planet").GetComponent<ResourcePowerUpManager>(); needsReflection = gameObject.CompareTag("PlayerSuperCorp"); //Debug.Log("Player + " + PlayerManager.singleton.getPlayer(dictId)); if (pm.checkIfExists(dictId)) { playerDetails.setPlayerDetails(dictId, pm.getPlayer(dictId)); } else { playerDetails.setPlayerDetails(dictId, ppi.getPlayer()); } Debug.Log("Setting teardrop id to " + playerDetails.getObsId().ToString()); //BUG tearDropId.text = playerDetails.getObsId().ToString(); }
internal void AddToVisList(NetworkIdentity uv) { this.m_VisList.Add(uv); NetworkServer.ShowForConnection(uv, this); }
public void RespawnEnemy(NetworkIdentity ident) { GameObject player = GameObject.Instantiate(prefabEnemy, Vector3.zero, Quaternion.identity) as GameObject; NetworkServer.ReplacePlayerForConnection(ident.connectionToClient, player, ident.playerControllerId); }
internal void OnStartServer() { if (this.m_IsServer) { return; } this.m_IsServer = true; if (this.m_LocalPlayerAuthority) { this.m_HasAuthority = false; } else { this.m_HasAuthority = true; } this.m_Observers = new List <NetworkConnection>(); this.m_ObserverConnections = new HashSet <int>(); this.CacheBehaviours(); if (this.netId.IsEmpty()) { this.m_NetId = NetworkIdentity.GetNextNetworkId(); if (LogFilter.logDev) { Debug.Log(string.Concat(new object[] { "OnStartServer ", base.gameObject, " GUID:", this.netId })); } NetworkServer.instance.SetLocalObjectOnServer(this.netId, base.gameObject); for (int i = 0; i < this.m_NetworkBehaviours.Length; i++) { NetworkBehaviour networkBehaviour = this.m_NetworkBehaviours[i]; try { networkBehaviour.OnStartServer(); } catch (Exception ex) { Debug.LogError("Exception in OnStartServer:" + ex.Message + " " + ex.StackTrace); } } if (NetworkClient.active && NetworkServer.localClientActive) { ClientScene.SetLocalObject(this.netId, base.gameObject); this.OnStartClient(); } if (this.m_HasAuthority) { this.OnStartAuthority(); } return; } if (LogFilter.logError) { Debug.LogError(string.Concat(new object[] { "Object has non-zero netId ", this.netId, " for ", base.gameObject, " !!1" })); } }
private void Start() { instance = this; netIdentity = GetComponent<NetworkIdentity>(); }
internal void AddToVisList(NetworkIdentity uv) { this.m_VisList.Add(uv); NetworkServer.ShowForConnection(uv, this); }
void CmdChangeColor(GameObject go, Color c) { objNetId = go.GetComponent<NetworkIdentity>(); objNetId.AssignClientAuthority(connectionToClient); RpcUpdateTower(go, c); objNetId.RemoveClientAuthority(connectionToClient); }
public void Write(NetworkIdentity value) { if ((UnityEngine.Object) value == (UnityEngine.Object) null) this.WritePackedUInt32(0U); else this.Write(value.netId); }
void Start() { angularVelocity = gameObject.GetComponent<Rigidbody2D>().angularVelocity; netIdentity = GetComponent<NetworkIdentity>(); }
internal PlayerController(GameObject go, short playerControllerId) { this.gameObject = go; this.unetView = go.GetComponent <NetworkIdentity>(); this.playerControllerId = playerControllerId; }