void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); PlayerController lobbyController; if (!netMsg.conn.GetPlayerController((short)s_ReadyToBeginMessage.slotId, out lobbyController)) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId); } return; } // set this player ready var lobbyPlayer = lobbyController.gameObject.GetComponent <NetworkLobbyPlayer>(); lobbyPlayer.readyToBegin = s_ReadyToBeginMessage.readyState; // tell every player that this player is ready var outMsg = new LobbyReadyToBeginMessage(); outMsg.slotId = lobbyPlayer.slot; outMsg.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, outMsg); // maybe start the game CheckReadyToBegin(); }
private void OnServerReadyToBeginMessage(NetworkMessage netMsg) { PlayerController controller; if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage <LobbyReadyToBeginMessage>(s_ReadyToBeginMessage); if (!netMsg.conn.GetPlayerController(s_ReadyToBeginMessage.slotId, out controller)) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId); } } else { NetworkLobbyPlayer component = controller.gameObject.GetComponent <NetworkLobbyPlayer>(); component.readyToBegin = s_ReadyToBeginMessage.readyState; LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage { slotId = component.slot, readyState = s_ReadyToBeginMessage.readyState }; NetworkServer.SendToReady(null, 0x2b, msg); this.CheckReadyToBegin(); } }
private void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); if (!netMsg.conn.GetPlayerController(s_ReadyToBeginMessage.slotId, out PlayerController playerController)) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId); } return; } NetworkLobbyPlayer component = playerController.gameObject.GetComponent <NetworkLobbyPlayer>(); component.readyToBegin = s_ReadyToBeginMessage.readyState; LobbyReadyToBeginMessage lobbyReadyToBeginMessage = new LobbyReadyToBeginMessage(); lobbyReadyToBeginMessage.slotId = component.slot; lobbyReadyToBeginMessage.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, 43, lobbyReadyToBeginMessage); CheckReadyToBegin(); }
void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); UnityEngine.Networking.PlayerController lobbyController = netMsg.conn.playerControllers.First(); // set this player ready var lobbyPlayer = lobbyController.gameObject.GetComponent <LobbyPlayer>(); lobbyPlayer.readyToBegin = s_ReadyToBeginMessage.readyState; // tell every player that this player is ready var outMsg = new LobbyReadyToBeginMessage(); outMsg.slotId = lobbyPlayer.slot; outMsg.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, outMsg); // maybe start the game CheckReadyToBegin(); }
// sent from a client to tell the server it's ready public void SetReady() { // notify server that we're ready foreach (var p in lobbySlots) { if (p != null && p.playerControllerId >= 0) { var msg = new LobbyReadyToBeginMessage(); msg.slotId = (byte)p.playerControllerId; msg.readyState = true; client.Send(UnityEngine.Networking.MsgType.LobbyReadyToBegin, msg); } } }
// sent from server to set all its clients to not ready and tell all clients they are not ready public void SetAllClientsNotReady() { foreach (var player in lobbySlots) { if (player != null) { player.GetComponent <NetworkCompat.NetworkLobbyPlayer>().readyToBegin = false; LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage(); msg.slotId = player.slot; msg.readyState = false; UnityEngine.Networking.NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, msg); } } }
public void SendNotReadyToBeginMessage() { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); } NetworkLobbyManager networkLobbyManager = NetworkManager.singleton as NetworkLobbyManager; if ((bool)networkLobbyManager) { LobbyReadyToBeginMessage lobbyReadyToBeginMessage = new LobbyReadyToBeginMessage(); lobbyReadyToBeginMessage.slotId = (byte)base.playerControllerId; lobbyReadyToBeginMessage.readyState = false; networkLobbyManager.client.Send(43, lobbyReadyToBeginMessage); } }
public void SendNotReadyToBeginMessage() { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); } var lobby = NetworkManager.singleton as NetworkLobbyManager; if (lobby) { var msg = new LobbyReadyToBeginMessage(); msg.slotId = (byte)playerControllerId; msg.readyState = false; lobby.client.Send(MsgType.LobbyReadyToBegin, msg); } }
public void SendReadyToBeginMessage() { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); } NetworkLobbyManager singleton = NetworkManager.singleton as NetworkLobbyManager; if (singleton != null) { LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage { slotId = (byte)base.playerControllerId, readyState = true }; singleton.client.Send(0x2b, msg); } }
IEnumerator FadeOutToLeaderboardScene() { float fadeTime = GameObject.Find("Fade").GetComponent <FadeScene> ().BeginFadeOut(); yield return(new WaitForSeconds(fadeTime)); _networkLobbyManager.ServerChangeScene("Leaderboard"); _currentScene = "Leaderboard"; // put this in some scene load callback foreach (var lobbyPlayer in _networkLobbyManager.lobbySlots) { if (lobbyPlayer == null) { continue; } lobbyPlayer.GetComponent <NetworkCompat.NetworkLobbyPlayer> ().readyToBegin = true; // tell every player that this player is ready var outMsg = new LobbyReadyToBeginMessage(); outMsg.slotId = lobbyPlayer.slot; outMsg.readyState = true; UnityEngine.Networking.NetworkServer.SendToReady(null, UnityEngine.Networking.MsgType.LobbyReadyToBegin, outMsg); } }
public void SendReadyToBeginMessage() { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); } var lobby = NetworkManager.singleton as LobbyManager; if (lobby) { var msg = new LobbyReadyToBeginMessage(); msg.slotId = (byte)playerControllerId; msg.readyState = true; lobby.client.Send(MsgType.LobbyReadyToBegin, msg); } }
void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); PlayerController lobbyController = netMsg.conn.playerControllers.First(); // set this player ready var lobbyPlayer = lobbyController.gameObject.GetComponent<LobbyPlayer>(); lobbyPlayer.readyToBegin = s_ReadyToBeginMessage.readyState; // tell every player that this player is ready var outMsg = new LobbyReadyToBeginMessage(); outMsg.slotId = lobbyPlayer.slot; outMsg.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, outMsg); // maybe start the game CheckReadyToBegin(); }