private void Update() { if (networked && !isLeaving && PhotonNetwork.IsConnected && PhotonNetwork.PlayerList.Length != 2) { isLeaving = true; NetworkRoom.LeaveRoom(); SceneManager.LoadScene("PhotonPrototyping"); } }
//Called on SERVER when new client connects, player prefab instantiated public override void OnServerAddPlayer(NetworkConnection conn) { //if in menu scene, spawn in room player prefab and add as client //TODO: Only spawn in lobby scene, maybe use a sprite as a temporary placeholder for the characters //TODO: Sprites of different assigned colours depending on order of joining, different designated spawn points //TODO: What happens when disconnect? Do they retain the same order if (SceneManager.GetActiveScene().path == menuScene) { //If there were no room players prior, then this client is the leader bool isLeader = RoomPlayers.Count == 0; NetworkRoom roomPlayerInstance = Instantiate(roomPlayerPrefab); //Create an instance of network room instantiate room player prefab roomPlayerInstance.IsLeader = isLeader; //if we are the leader, then set is leader property to true (show start game btn) //So server knows that game object represents us with this connection ID NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public void answer() { NetworkRoom other = (NetworkRoom)networkRoom.GetComponent(typeof(NetworkRoom)); if (other.intentos == 0) { if (status && !body.Equals("")) { other.emitResponse("correcto"); other.intentos++; parent.GetComponent <Image>().color = Color.green; } else if (!body.Equals("")) { other.intentos++; other.emitResponse("incorrecto"); parent.GetComponent <Image>().color = Color.red; } } else { Debug.Log("se acabaron los intentos"); } }
public static GameObject CreateJoinPublicRoomEntryCoffee(NetworkRoom roomData) { return(CreateJoinPublicRoomEntryCoffee(roomData.Name, roomData.Description, roomData.IsNSFW, roomData.GUID)); }
public static GameObject CreateJoinPrivateRoomEntryFellini(NetworkRoom roomData) { return(CreateJoinPrivateRoomEntryFellini(roomData.Name, roomData.Description, roomData.Code, roomData.IsNSFW, roomData.GUID)); }