Example #1
0
 void UpdateCharPick(Char_Pick character)
 {
     networkView.RPC("UpdateCharPick", uLink.RPCMode.Others, character);
     //pickSelection.AddChar(character, currentSlot);
 }
Example #2
0
    void ReadyRPC(int currentSlotRPC, PhotonPlayer Owner)
    {
        //if (PhotonNetwork.isMasterClient)
        //{
        GameObject particleCamObj = GameObject.Find("CameraParticle");

        particleCamObj.SetActive(false);
        clientScript.ShowGameMenu();
        //Destroy(charRectObj);

        charSlotCount = 0;
        foreach (GameObject slot in allslots)
        {
            Char_Slot tmpSlot = slot.GetComponent <Char_Slot>();

            if (tmpSlot.slotNumber == currentSlotRPC)
            {
                tmpSlot.isReady = true;
            }
        }
        foreach (GameObject charSlot in allCharslots)
        {
            Char_Pick tmp = charSlot.GetComponent <Char_Pick>();
            tmp.charButton.interactable = false;
            //Destroy(charSlot);
        }

        foreach (GameObject slot in allslots)
        {
            Char_Slot tmpSlot = slot.GetComponent <Char_Slot>();

            if (tmpSlot.slotNumber == currentSlotRPC && tmpSlot.networkOwner == Owner)
            {
                tmpSlot.isReady = true;
                //networkView.RPC("ReadyRPC", Owner, currentSlotRPC, uLink.Network.player);

                //CHARACTER SPAWN
                if (currentSlotRPC % 2 == 1)
                {
                    //transform.parent = null;
                    //Application.LoadLevel("MainScene");
                    //Debug.Log("test");

                    GameObject  spawnManager = GameObject.Find("SpawnManager_mn");
                    SpawnScript SpawnScr     = spawnManager.GetComponent <SpawnScript>();

                    for (int i = 0; i < charPickList.Count; i++)
                    {
                        if (charPickList[i].characterName == tmpSlot.charName)
                        {
                            //Debug.Log(charPickList[i].charPrefabDir);
                            //Debug.Log(tmpSlot.charName);
                            //charPickedDir = charPickList[i].charPrefabDir;
                            //charPickedName = tmpSlot.charName;
                            //charPickedTeam = "red";
                            SpawnScr.SpawnBlueTeamPlayer(Owner, charPickList[i].charPrefabDir, tmpSlot.charName);
                            return;
                        }
                    }
                }
                else
                {
                    GameObject  spawnManager = GameObject.Find("SpawnManager_mn");
                    SpawnScript SpawnScr     = spawnManager.GetComponent <SpawnScript>();
                    for (int i = 0; i < charPickList.Count; i++)
                    {
                        if (charPickList[i].characterName == tmpSlot.charName)
                        {
                            //charPickedDir = charPickList[i].charPrefabDir;
                            //harPickedName = tmpSlot.charName;
                            //charPickedTeam = "blue";
                            SpawnScr.SpawnRedTeamPlayer(Owner, charPickList[i].charPrefabDir, tmpSlot.charName);
                            return;
                        }
                    }
                }
            }

            //}
        }
        //if (uLink.Network.isClient)
        //{

        //}
    }
Example #3
0
    void ReadyRPC(int currentSlotRPC, uLink.NetworkPlayer Owner)
    {
        if (uLink.Network.isServer)
        {
            foreach (GameObject slot in allslots)
            {
                Char_Slot tmpSlot = slot.GetComponent <Char_Slot>();

                if (tmpSlot.slotNumber == currentSlotRPC && tmpSlot.networkOwner == Owner)
                {
                    tmpSlot.isReady = true;
                    networkView.RPC("ReadyRPC", Owner, currentSlotRPC, uLink.Network.player);

                    //CHARACTER SPAWN
                    if (currentSlotRPC % 2 == 1)
                    {
                        GameObject  spawnManager = GameObject.Find("SpawnManager_mn");
                        SpawnScript SpawnScr     = spawnManager.GetComponent <SpawnScript>();

                        for (int i = 0; i < charPickList.Count; i++)
                        {
                            if (charPickList[i].characterName == tmpSlot.charName)
                            {
                                Debug.Log("Spawn Blue");
                                SpawnScr.SpawnBlueTeamPlayer(Owner, charPickList[i].charPrefabDir, tmpSlot.charName);
                                return;
                            }
                        }
                    }
                    else
                    {
                        GameObject  spawnManager = GameObject.Find("SpawnManager_mn");
                        SpawnScript SpawnScr     = spawnManager.GetComponent <SpawnScript>();
                        for (int i = 0; i < charPickList.Count; i++)
                        {
                            if (charPickList[i].characterName == tmpSlot.charName)
                            {
                                Debug.Log("Spawn Red");
                                SpawnScr.SpawnRedTeamPlayer(Owner, charPickList[i].charPrefabDir, tmpSlot.charName);
                                return;
                            }
                        }
                    }
                }
            }
        }
        if (uLink.Network.isClient)
        {
            GameObject particleCamObj = GameObject.Find("CameraParticle");
            particleCamObj.SetActive(false);
            clientScript.ShowGameMenu();
            Destroy(charRectObj);

            charSlotCount = 0;
            foreach (GameObject slot in allslots)
            {
                Char_Slot tmpSlot = slot.GetComponent <Char_Slot>();

                if (tmpSlot.slotNumber == currentSlotRPC)
                {
                    tmpSlot.isReady = true;
                }
            }
            foreach (GameObject charSlot in allCharslots)
            {
                Char_Pick tmp = charSlot.GetComponent <Char_Pick>();
                tmp.charButton.interactable = false;
                Destroy(charSlot);
            }
        }
    }