//---------------------------------------------------------------------------------------------------- /// <summary> /// 主要オブジェクトを操る設定 /// </summary> /// <param name="isManipulate">操るか</param> public void SetManipulateMainObject(bool isManipulate) { //プレイヤーとボスとカメラを操る設定 m_player.enabled = !isManipulate; m_player.GetComponent <Collider>().enabled = !isManipulate; m_player.GetComponent <Rigidbody>().useGravity = !isManipulate; m_player.GetComponent <Rigidbody>().velocity = Vector3.zero; m_boss.enabled = !isManipulate; myCamera.enabled = !isManipulate; //反転描画対策 if (myStage.CurrentField.IsInversionField) { myCamera.InvertDrawing(myCamera.enabled); } }
private void CheckWaitForPlayers() { //Tant que les 2 joueurs ne sont pas connectés, on affiche un message d'attente if (PhotonNetwork.room.PlayerCount < 2) { PhotonNetwork.SetMasterClient(PhotonNetwork.player); txtWaitPlayers.text = "Attente des joueurs ... [" + PhotonNetwork.room.PlayerCount + "/" + PhotonNetwork.room.MaxPlayers + "]"; return; } else { txtWaitPlayers.text = ""; isStarted = true; } //Une fois que nos 2 joueurs sont présent, on les instantie Vector3 sp; //Point d'apparition dans la scene sp = new Vector3(0, 1, -10); GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate ("Player_Game1", sp, Quaternion.identity, 0); MyPlayer.GetComponent <PlayerController_1>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Canvas>().enabled = true; }
private void CheckWaitForPlayers() { // Tant que les 2 joueurs ne sont pas connectés, on affiche un message d'attente if (PhotonNetwork.room.PlayerCount < 2) { PhotonNetwork.SetMasterClient(PhotonNetwork.player); txtWaitPlayers.text = "Attente de l'adversaire ... "; return; } else { txtWaitPlayers.text = ""; isStarted = true; var sp = new Vector3(0.0f, 0.0f, 0.0f); GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate( "Player_5", sp, Quaternion.identity, 0 ); MyPlayer.GetComponent <PlayerController_5>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Canvas>().enabled = true; } }
private void OnPhotonEvent(byte eventCode, object content, int senderID) { PhotonEventCodes code = (PhotonEventCodes)eventCode; if (code == PhotonEventCodes.RoleDefine) { object[] datas = content as object[]; int data = (int)datas[0]; var roleName = ""; var sp = new Vector3(0, 0, 0); //En fonction du role et du fait que le joueur soit masterclient ou non //on défini le role name et la vector correspondants au GameObject //de son role if (PhotonNetwork.player.IsMasterClient) { if (data == 1) { roleName = "AttackPlayer_2"; sp = new Vector3(0, 0, 120); } else if (data == 2) { roleName = "DefensePlayer_2"; sp = new Vector3(0, 0, 95.2f); } } else { if (data == 1) { roleName = "DefensePlayer_2"; sp = new Vector3(0, 0, 95.2f); } else if (data == 2) { roleName = "AttackPlayer_2"; sp = new Vector3(0, 0, 120); } } //Puis instantiation du GameObject et activation de ses composants GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate( roleName, sp, Quaternion.identity, 0 ); MyPlayer.GetComponent <PlayerController_2>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Canvas>().enabled = true; } }
void OnJoinedRoom() { Debug.Log("OnJoinedRoom"); TxtRoom.text = PhotonNetwork.player.NickName + " you are in room: " + PhotonNetwork.room.Name; UpdateListOfPlayers(); if (PhotonNetwork.room.PlayerCount < MIN_PLAYER_COUNT) { TxtWaitForPlayer.text = string.Format("Waiting for {0} more players to start", (MIN_PLAYER_COUNT - PhotonNetwork.room.PlayerCount));// + "/" + PhotonNetwork.room.MaxPlayers); return; } if (PhotonNetwork.isMasterClient) { view.RPC("SynchronizeTime", PhotonTargets.All, elapsedTime); } else { view.RPC("AskTimeSynchronization", PhotonTargets.MasterClient); } TxtWaitForPlayer.text = ""; if (!playing) { //Spawnpoint Vector3 sp = new Vector3(SpawnPoint.transform.position.x + Random.Range(-150.0f, 150.0f), SpawnPoint.transform.position.y, SpawnPoint.transform.position.z + Random.Range(-75.0f, 75.0f)); GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate(PlayerPrefab.name, sp, Quaternion.identity, 0); MyPlayer.GetComponent <FirstPersonController>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().GetComponent <AudioListener>().enabled = true; UpdateListOfPlayers(); playing = true; } }
private void CheckWaitForPlayers() { // Tant que les 2 joueurs ne sont pas connectés, on affiche un message d'attente if (PhotonNetwork.room.PlayerCount < 2) { PhotonNetwork.SetMasterClient(PhotonNetwork.player); txtWaitPlayers.text = "Attente des joueurs ... [" + PhotonNetwork.room.PlayerCount + "/" + PhotonNetwork.room.MaxPlayers + "]"; return; } else { txtWaitPlayers.text = ""; isStarted = true; var sp = new Vector3(0, 0, 0); if (PhotonNetwork.isMasterClient) { sp = new Vector3(0.0f, 1.33f, 0.70f); } else { sp = new Vector3(0.0f, 1.33f, 3.30f); } GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate( "Player_3", sp, Quaternion.identity, 0 ); MyPlayer.GetComponent <Transform>().Rotate(-90f, 0, 0); MyPlayer.GetComponent <PlayerController_3>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Canvas>().enabled = true; } }
void OnJoinedRoom() { if (PhotonNetwork.room.PlayerCount < PhotonNetwork.room.MaxPlayers) { TxtAttente.text = "Attente de joueurs " + PhotonNetwork.room.PlayerCount + "/2"; return; } else { PanelAttente.SetActive(false); } inRoom = true; TxtConnexionState.text = "Room : " + PhotonNetwork.room.Name; TxtMyPlayerNickname.text = PhotonNetwork.player.NickName; //Spawnpoint Vector3 sp; sp = new Vector3( SpawnPoint.transform.position.x + Random.Range(-4f, 4f), SpawnPoint.transform.position.y, SpawnPoint.transform.position.z); sp += SpawnPoint.transform.position; GameObject MyPlayer; MyPlayer = PhotonNetwork.Instantiate (PlayerPrefab.name, sp, Quaternion.identity, 0); MyPlayer.GetComponent <mummyController>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().enabled = true; MyPlayer.GetComponentInChildren <Camera>().GetComponent <AudioListener>().enabled = true; UpdateListOfPlayers(); }
public override void Update(GameTime gameTime) { base.Update(gameTime); Game.Services.GetService <Camera2D>().LookAt(MyPlayer.GetComponent <TransformComponent>().Position); }