public override void OnStartClient() { if (LogFilter.Debug) { Debug.LogFormat("OnStartClient {0}", SceneManager.GetActiveScene().name); } base.OnStartClient(); NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; /* * This demonstrates how to set the parent of the RoomPlayerPrefab to an arbitrary scene object * A similar technique would be used if a full canvas layout UI existed and we wanted to show * something more visual for each player in that layout, such as a name, avatar, etc. * * Note: RoomPlayer prefab will be marked DontDestroyOnLoad and carried forward to the game scene. * Because of this, NetworkRoomManager must automatically set the parent to null * in ServerChangeScene and OnClientChangeScene. */ if (room != null && SceneManager.GetActiveScene().name == room.RoomScene) { gameObject.transform.SetParent(GameObject.Find("Players").transform); } }
public override void OnGUI() { NetworkRoomManager roomManager = NetworkManager.singleton as NetworkRoomManager; if (roomManager) { if (SceneManager.GetActiveScene().name != roomManager.RoomScene) { return; } if (!isUIInstantiated) { lobbyScrollViewContent = GameObject.Find("LobbyScrollViewContent"); GameObject playerCard = Instantiate(playerLobbyUI) as GameObject; if (lobbyScrollViewContent != null) { //player joined the lobby isUIInstantiated = true; } } else { return; } } }
// Start is called before the first frame update void Start() { networkLobby = GameObject.FindObjectOfType <NetworkRoomManager>(); lobbyButton = GameManager.FindObjectOfType <NetworkLobbyButton>(); isPressedNetwork = false; networkCanvas.SetActive(false); }
private void UpdateDisplayAllPlayers() { bool allplayersReady = true; NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; for (int i = 0; i < room.roomSlots.Count; i++) { Room ui = room.roomSlots[i].gameObject.GetComponent <Room>(); ui.UpdateDisplay(); if (!room.roomSlots[i].readyToBegin) { allplayersReady = false; } } Debug.Log("All players ready : " + allplayersReady); Debug.Log("Index : " + index); if (allplayersReady) { Room ui = room.roomSlots[0].gameObject.GetComponent <Room>(); ui.ShowStartButton(true); } else { Room ui = room.roomSlots[0].gameObject.GetComponent <Room>(); ui.ShowStartButton(false); } }
// TODO: This should be updated to return to the game client when that is complete // Currently it just uses the logic in the game lobby to return to that and if the host presses on it, both players return to the lobby void OnClick() { if (localPlayer && state == State.OVER) { NetworkRoomManager networkRoomManager = FindObjectOfType <NetworkRoomManager>(); networkRoomManager.ServerChangeScene(networkRoomManager.RoomScene); } }
private IEnumerator EndGame() { yield return(new WaitForSeconds(10f)); NetworkRoomManager nm = NetworkManager.singleton as NetworkRoomManager; nm.ServerChangeScene(nm.RoomScene); }
// Start is called before the first frame update void Start() { networkLobby = GameObject.FindObjectOfType <NetworkRoomManager>(); networkDiscovery = FindObjectOfType <NetworkDiscovery>(); networkManager = FindObjectOfType <NetworkManager>(); networkDiscoveryHUD = FindObjectOfType <NetworkDiscoveryHUD>(); InvokeRepeating("Discovery", 0, .5f); }
public void onStartGamelButton() { NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; Room ui = room.roomSlots[0].gameObject.GetComponent <Room>(); ui.ShowStartButton(false); room.ServerChangeScene(room.GameplayScene); }
public void readyStarteChanged() { NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; for (int i = 0; i < room.numPlayers; i++) { if (room.roomSlots[i].isLocalPlayer) { room.roomSlots[i].CmdChangeReadyState(true); //roomSlotPanel[i].GetComponent<Image>().color = Color.green; } } readyButton.GetComponentInChildren <Text>().text = "Canel"; }
public void CmdStartGame() { if (!isHost) { return; } NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; if (room == null) { return; } /*if (!room.allPlayersReady) * return;*/ room.ServerChangeScene(room.GameplayScene); }
public override void OnGUI() { if (!showRoomGUI) { return; } NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; if (room) { if (!NetworkManager.IsSceneActive(room.RoomScene)) { return; } DrawPlayerReadyState(); DrawPlayerReadyButton(); } }
public void CmdPlayerKickNum(int num) { // check if player is host if (!isHost) { return;//hack? } // check if kicking self if (index == num) { return; } NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; if (room == null) { return; } room.roomSlots[num].connectionToClient.Disconnect(); }
// Update is called once per frame void Update() { if (managerExt == null) { if (NetworkManager.singleton != null && NetworkManager.singleton is NetworkRoomManager) { managerExt = NetworkManager.singleton as NetworkRoomManager; } return; } if (playerEntity == null) { playerEntity = RoomPlayerEntity.localRoomPlayer; } if (Input.GetButtonDown("Cancel")) { ToggleExitWindow(!youSureWindow.activeInHierarchy); } }
void Start() { PauseMenu.isOn = false; GameManager.instance.onGameOverCallback += GameOverScreen; PlayerShoot playerShoot = player.GetComponent <PlayerShoot>(); playerShoot.crosshair = crosshair; playerShoot.sniperScope = scope; // Enable room UI room = NetworkManager.singleton as NetworkRoomManager; if (room) { if (NetworkManager.IsSceneActive(room.RoomScene)) { readyPanel.SetActive(true); } room.onRoomStatusChanged += UpdateReadyStatus; foreach (NetworkRoomPlayer player in room.roomSlots) { if (player.readyToBegin) { room.playersReady++; } } if (room.countdown > 0) { UpdateReadyStatus(true, room.countdown); } else { UpdateReadyStatus(false); } } player.zombifyPlayer += ZombifyUI; StartCoroutine(Countdown((int)GameManager.instance.matchSettings.playerLoadTime)); }
public void UpdateDisplay() { NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; for (int i = 0; i < roomSlotPanel.Count; i++) { if (i < room.roomSlots.Count) { if (room.roomSlots[i].readyToBegin) { roomSlotPanel[i].GetComponent <Image>().color = Color.green; } else { roomSlotPanel[i].GetComponent <Image>().color = Color.red; } } else { roomSlotPanel[i].GetComponent <Image>().color = Color.red; } } }
private void Start() { _networkManager = (NetworkRoomManager)NetworkManager.singleton; }
public override void OnStartClient() { base.OnStartClient(); nrm = NetworkManager.singleton as NetworkRoomManager; }
private void Start() { networkRoomManager = NetworkManager.singleton as NetworkRoomManager; }