public void Join(Controls.Player player) { if (_availablePlayerDisplays.Count != 0) { //_availablePlayerDisplays[0].SetState(Player.State.Ready, player.ServerId); _availablePlayerDisplays.RemoveAt(0); //_playerDisplays[index]?.SetState(state); } }
public void HandleAction1(params object[] args) { switch (_state) { case CharacterSelectSlotState.Selecting: Controls.Player player = (Controls.Player) args[0]; //Debug.Log("Assigned id: " + CharacterLibrary.Instance.Characters[_selectedIndex].Id); player._session.CharacterId = CharacterLibrary.Instance.Characters[_selectedIndex].Id; Cmd_SetState(CharacterSelectSlotState.Ready); break; case CharacterSelectSlotState.Ready: // Try to change the state of the select screen, not the slot CharacterSelectInterface .Instance .SetState( CharacterSelectInterface.State.Ready); break; case CharacterSelectSlotState.Closed: Cmd_SetState(CharacterSelectSlotState.Selecting); break; } }