Ejemplo n.º 1
0
    // Should be called once before
    public static void PREGAMEupdateGameState(GameState gs)
    {
        if (PV != null && PV.IsMine)
        {
            Debug.Log(Game.myPlayer.getNetworkID() + " ~ Updating GameState...");

            PV.RPC("PREGAMEupdateGameState", RpcTarget.AllBuffered, SavedGameController.serializeGameState(gs));
        }
        else
        {
            Debug.Log(Game.myPlayer.getNetworkID() + " ~ Could not access PhotoView");
        }
    }
Ejemplo n.º 2
0
 // Player = PhotonNetwork.Instantiate(Path.Combine("Prefab", "PlayerCharacter"), new Vector3(Random.Range(-2.0f, 2.0f), 0, Random.Range(-2.0f, 2.0f)), Quaternion.identity); ;
 // Start is called before the first frame update
 public override void Start()
 {
     if (!pv.IsMine)
     {
         Destroy(cam.gameObject);
         body.GetComponent <Rigidbody>().isKinematic = true;
     }
     base.Start();
     stand();
     if (!PV.IsMine)
     {
         return;
     }
     eg.Hashtable newHT = new eg.Hashtable();
     newHT["stance"]  = 0;
     newHT["falling"] = false;
     newHT["hasjump"] = false;
     newHT["health"]  = MaxHealth;
     pv.Owner.SetCustomProperties(newHT);
     pv.RPC("paint", RpcTarget.All);
     defaulthead = cam.transform.localPosition;
 }