public void switchChar(CustomeNetworkBehavior old, int index)
    {
        GameObject gameObject = Instantiate(spawnPrefabs[index], old.gameObject.transform.position, old.gameObject.transform.rotation);

        playerPrefab = spawnPrefabs[index];
        Destroy(old.gameObject);
        //  OnServerAddPlayer(conn,gameObject.GetComponent<PlayerController>().playerControllerId);
        NetworkServer.ReplacePlayerForConnection(old.connectionToClient, gameObject, 0);
    }
Example #2
0
 void Start()
 {
     customeNetworkBehavior = GetComponent <CustomeNetworkBehavior>();
     selectGun();
     gun = 0;
     if (customeNetworkBehavior.isLocalPlayer)
     {
         UiManager = GameObject.FindWithTag("Manager").GetComponent <UIManager>();
         StartCoroutine(update());
     }
 }
    public void switchChar2(CustomeNetworkBehavior old, string name)
    {
        GameObject gameObject = null;
        int        index      = 1;

        for (int i = 1; i < spawnPrefabs.Count; i++)
        {
            if (spawnPrefabs[i].name.Equals(name))
            {
                index      = i;
                gameObject = Instantiate(spawnPrefabs[i], old.gameObject.transform.position, old.gameObject.transform.rotation);
            }
        }
        playerPrefab = spawnPrefabs[index];
        Destroy(old.gameObject);
        //  OnServerAddPlayer(conn,gameObject.GetComponent<PlayerController>().playerControllerId);
        if (gameObject != null)
        {
            NetworkServer.ReplacePlayerForConnection(old.connectionToClient, gameObject, 0);
        }
    }
Example #4
0
 // Start is called before the first frame update
 void Start()
 {
     CustomeNetworkBehavior = this.GetComponent <CustomeNetworkBehavior>();
 }
Example #5
0
 // Start is called before the first frame update
 void Start()
 {
     customeNetworkBehavior = this.GetComponent <CustomeNetworkBehavior>();
     animator = GetComponentInChildren <Animator>();
 }