void Start() { UnityEngine.Application.runInBackground = true; ClientScene.RegisterPrefab(prefabPlayer); for (int i = 0; i < objectsToSpawn.Count; i++) { ClientScene.RegisterPrefab(objectsToSpawn[i]); } }
public override void OnStartClient() { var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs"); foreach (var prefab in spawnablePrefabs) { ClientScene.UnregisterPrefab(prefab); ClientScene.RegisterPrefab(prefab); } }
// Use this for initialization void Start() { WaveConfig waveConfig = GetComponent <SpawnManager>().WaveCfg; foreach (Wave wave in waveConfig.waves) { ClientScene.RegisterPrefab(wave.UnitPrefab); Debug.Log("Register " + wave.UnitPrefab.name); } }
void CmdAddPlayerInGame(GameObject owner, int pNum) { print("CmdAddPlayerInGameCalled"); ClientScene.RegisterPrefab(Player); GameObject curPlayer = Instantiate(Player, dataHandler.GetPlayerSpawn(pNum), Quaternion.identity); curPlayer.GetComponent <NeonHeightsPlayer>().InitializePlayer(pNum); NetworkServer.Spawn(curPlayer, owner); dataHandler.AddPlayerObject(curPlayer, pNum); }
//On start client, loop through spawnable prefabs //register prefabs public override void OnStartClient() { var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs").ToList(); foreach (var prefab in spawnablePrefabs) { //Register each prefab with spawning system ClientScene.RegisterPrefab(prefab); } }
internal void RegisterClientData() { // Just use default handler myClient.RegisterHandler(MsgType.Connect, OnClientConnected); myClient.RegisterHandler(kReadyMsgId, OnClientReadyInternal); myClient.RegisterHandler(kStringMsgId, OnClientStringMessage); ClientScene.RegisterPrefab(GetBridgeScript.playerPrefab); ClientScene.RegisterPrefab(GetBridgeScript.rocketPrefab); }
/// <summary> /// Registers the prefabs of all registered matters to Mirror's spawn system. /// </summary> public static void RegisterSpawnablePrefabs() { foreach (Matter m in matters.Values) { if (!ClientScene.prefabs.ContainsKey(m.GetPrefab().GetComponent <NetworkIdentity>().assetId)) { ClientScene.RegisterPrefab(m.GetPrefab()); } } }
public override void OnClientSceneChanged(NetworkConnection conn) { base.OnClientSceneChanged(conn); var nets = Resources.LoadAll <NetworkIdentity>("NetworkPrefabs"); foreach (var net in nets) { ClientScene.RegisterPrefab(net.gameObject); } }
public void registerPrefabs() { ClientScene.RegisterPrefab(walkable_tile_prefab); ClientScene.RegisterPrefab(nonwalkable_tile_prefab); ClientScene.RegisterPrefab(nonwalkable_tile_two_prefab); ClientScene.RegisterPrefab(town_tile_prefab); ClientScene.RegisterPrefab(npc_prefab); ClientScene.RegisterPrefab(portal_prefab); ClientScene.RegisterPrefab(dungeon_portal_prefab); }
private static void RegisterClientPrefabsNStuff() { foreach (var h in ThingsToHash) { if (h.Prefab.GetComponent <NetworkIdentity>() != null) { h.Prefab.GetComponent <NetworkIdentity>().SetFieldValue("m_AssetId", NullHash); } ClientScene.RegisterPrefab(h.Prefab, NetworkHash128.Parse(MakeHash(h.GoName + h.CallPath + h.CallMember + h.CallLine))); } }
private static void RegisterClientPrefabsNStuff() { foreach (HashStruct h in thingsToHash) { if ((h.prefab.GetComponent <NetworkIdentity>() != null)) { h.prefab.GetComponent <NetworkIdentity>().SetFieldValue <NetworkHash128>("m_AssetId", nullHash); } ClientScene.RegisterPrefab(h.prefab, NetworkHash128.Parse(MakeHash(h.goName + h.callPath + h.callMember + h.callLine.ToString()))); } }
public override void OnStartClient() { ClientScene.RegisterPrefab((GameObject)Resources.Load("Estulo_Myriapoda")); ClientScene.RegisterPrefab((GameObject)Resources.Load("Estulo_Humanoid_RigidbodyFirstPerson")); // sub scripts (no if needed) if (!parentNetId.IsEmpty()) { transform.SetParent(ClientScene.FindLocalObject(parentNetId).transform); } }
protected virtual void Awake() { foreach (var prefab in projectilePrefabs) { ClientScene.RegisterPrefab(prefab); } OnProjectileSpawned = new ProjectileSpawned(); OnProjectileRaycast = new ProjectileRaycast(); TriggerDown = false; }
public void Start() { WaitingBox = GameObject.Find("WaitingBox"); if (WaitingBox) { WaitingBox.SetActive(false); } networkState = NetworkState.Offline; networkManager = NetworkManager.singleton as LocalNetworkManager; ClientScene.RegisterPrefab(gameSessionPrefab); }
public void Start() { if (lobbyCamera != null) { lobbyCamera.SetActive(true); } foreach (GameObject playerPrefab in playerPrefabs.GetComponent <PrefabHolder>().prefabs) { ClientScene.RegisterPrefab(playerPrefab); } }
public void Start() { ClientScene.RegisterPrefab(gameManagerPrefab); networkState = NetworkState.Offline; //networkStateField = GameObject.Find("UI_NetworkStateField").GetComponent<Text>(); mainViewParent.SetActive(false); disconnectButton.SetActive(false); }
void ClientConnectServerCallback(NetworkMessage msg) { print("已连接"); //告诉服务器准备完毕 ClientScene.Ready(msg.conn); //向服务器注册预设体(预设体必须是网络对象) ClientScene.RegisterPrefab(playerPre); //向服务器发送添加游戏对象的请求 //服务器在接收这个请求之后会自动调用 添加游戏玩家的回调方法 ClientScene.AddPlayer(31); }
/// <summary> /// This is invoked when the client is started. /// </summary> public override void OnStartClient() { base.OnStartClient(); var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs"); foreach (var item in spawnablePrefabs) { ClientScene.RegisterPrefab(item); } }
private void RegisterPrefabs() { // Make ASYNC? foreach (GameObject prefab in Resources.LoadAll <GameObject>("Prefabs")) { if (prefab.GetComponent <NetworkIdentity>()) { ClientScene.RegisterPrefab(prefab); } } }
// called when connected to a server public override void OnClientConnect(NetworkConnection conn) { Object[] prefabs = Resources.LoadAll("ConstructableBuildings"); foreach (Object g in prefabs) { ClientScene.RegisterPrefab((GameObject)g); } //Debug.LogError ("Client Connected"); ClientScene.Ready(conn); ClientScene.AddPlayer(0); }
public override void OnStartServer() { base.OnStartServer(); this.playerPrefab = Resources.Load("ships/dark_fighter_631") as GameObject; //GameObject pref = Resources.Load("ships/dark_fighter_631") as GameObject; ClientScene.RegisterPrefab(this.playerPrefab); // pref = Resources.Load("ships/lasergreen") as GameObject; //ClientScene.RegisterPrefab(pref); //Debug.Log("onStartServer"); }
/// <summary> /// We need to register the prefabs before it is able to be instantiated on the network. /// </summary> private void RegisterPrefabs() { GameObject[] prefabs = Resources.LoadAll <GameObject>(""); foreach (GameObject g in prefabs) { if (g.GetComponent <NetworkIdentity>() != null) { ClientScene.RegisterPrefab(g); } } }
private void Awake() { if (!isServer) { Debug.Log("[ItemSpawnManager] Registering item prefabs"); ClientScene.RegisterPrefab(trapPrefab); ClientScene.RegisterPrefab(itemPrefab); ClientScene.RegisterPrefab(keyPrefab); ClientScene.RegisterPrefab(advancedPistolPrefab); } }
private static void RegisterClientPrefabsNStuff(On.RoR2.Networking.GameNetworkManager.orig_OnStartClient orig, RoR2.Networking.GameNetworkManager self, UnityEngine.Networking.NetworkClient newClient) { orig(self, newClient); foreach (HashStruct h in thingsToHash) { if (h.prefab.HasComponent <NetworkIdentity>()) { h.prefab.GetComponent <NetworkIdentity>().SetFieldValue <NetworkHash128>("m_AssetId", nullHash); } ClientScene.RegisterPrefab(h.prefab, NetworkHash128.Parse(MakeHash(h.goName + h.callPath + h.callMember + h.callLine.ToString()))); } }
// -- Methods -- //public void Awake () //{ //} public void Start() { FinishedLoading = false; //Debug.Log("player controller spawn handler registered"); // Register player object spawn handler ClientScene.RegisterPrefab(player_prefab, playerControllerSpawnHandler, playerControllerDespawnHandler); oem = new OptionalEventModule(); oem.AllowNoEventListeners = false; FinishedLoading = true; }
public override void OnStartClient() { //normally we should run the method from the base/parent class //but the OnStartClient() from Network Manager is empty; //base.OnStartClient(); var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs"); foreach (var prefab in spawnablePrefabs) { ClientScene.RegisterPrefab(prefab); } }
public void Start() { ClientScene.RegisterPrefab(card); ClientScene.RegisterPrefab(user_); previewCard = Instantiate(CardView_, this.transform); previewCard.transform.parent = this.transform; previewCard.transform.localPosition = new Vector3(0, 1.8f, 0); CurrentStatus = GameObject.Find("WinOrLoose").GetComponent <TextMeshProUGUI>(); WinSign = GameObject.Find("WinSign").GetComponent <TextMeshProUGUI>(); LooseSign = GameObject.Find("LooseSign").GetComponent <TextMeshProUGUI>(); }
void RegisterPrefabAndAddPlayer(NetworkConnection conn) { string playerPrefabName = "prefabs/players/blue_shrimp"; var prefab = Resources.Load(playerPrefabName) as GameObject; ClientScene.RegisterPrefab(prefab); StringMessage message = new StringMessage(playerPrefabName); //call add player with the message ClientScene.AddPlayer(conn, 1, message); }
// Use this for initialization void Start() { if (!ran) { foreach (GameObject prefab in prefabs) { ClientScene.RegisterPrefab(prefab); } ran = true; Debug.Log("RegisteringPrefabs"); } }
void RegisterClientPrefabs() { if (playerPrefab != null) { ClientScene.RegisterPrefab(playerPrefab); } foreach (var p in prefabs) { ClientScene.RegisterPrefab(p); } }