Example #1
0
    //GameMaster.Instance.SetPlayersConnectedList(connectedPlayers);



    private void Update()
    {
        if (m_ActualSceneState != ActualSceneState.None)
        {
            if (m_ActualSceneState == ActualSceneState.PFC) //read only by the server
            {
                ServerChangeScene(sceneToLoad);
                matchMaker.SetMatchAttributes(matchInfo.networkId, false, 0, (success, info) => Debug.Log("Match hidden")); //Unlist
            }
        }

        m_ActualSceneState = ActualSceneState.None;
    }
Example #2
0
    public override void OnClientSceneChanged(NetworkConnection conn)
    {
        Debug.Log("OnClientSceneChanged");

        base.OnClientSceneChanged(conn);

        PlayerController pc = conn.playerControllers[0];   // pc = le 1er player sur cette connection

        if (!pc.unetView.isLocalPlayer)
        {
            return;
        }

        string sceneName = SceneManager.GetActiveScene().name;

        if (sceneName == "PFCscene")
        {
            for (int i = 0; i < connectedPlayers.Count; i++)
            {
                NetworkPlayer np = connectedPlayers[i];
                if (np != null)
                {
                    np.OnEnterPFCScene();
                }
            }
        }
        else if (sceneName == "MapRomainScene")
        {
            m_ActualSceneState = ActualSceneState.Game;

            // Tell all network players that they're in the game scene
            for (int i = 0; i < connectedPlayers.Count; ++i)
            {
                NetworkPlayer np = connectedPlayers[i];
                if (np != null)
                {
                    np.OnEnterMapRomainScene();
                }
            }
        }
        if (sceneChanged != null)                       // call event "sceneChanged" on both server and clients
        {
            sceneChanged(false, sceneName);
        }
    }
Example #3
0
 public void ProgressToPFCScene()
 {
     m_ActualSceneState = ActualSceneState.PFC;
 }
Example #4
0
 public void ProgressToGame()
 {
     Debug.Log("ProgressToGame()");
     m_ActualSceneState = ActualSceneState.Game;
 }