MultiplayerSceneProperties()
 {
     players             = new List <Pair <byte, GameObject> >();
     TransformsUpdateQue = new TransformUpdateQue();
     ActionsQue          = new PlayerActionQue();
     VariablesQue        = new ServerVariablesQue();
 }
Ejemplo n.º 2
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    // Checks MultiplayerSceneProperties's transform update que.
    // Applies the transforms we acquired from the server to each player.
    // Detects new players, we need to spawn locally from the transform update que.
    // Detects disconnected users, we needs to destroy locally.
    private void ApplyTransformUpdateQue()
    {
        TransformUpdateQue         tuq        = MultiplayerSceneProperties.Instance.TransformsUpdateQue;
        MultiplayerSceneProperties sceneProps = MultiplayerSceneProperties.Instance;

        ref List <byte> prevPlayerList    = ref sceneProps.previousPlayerList;