public override void OnServerAddPlayer(NetworkConnection conn) { if (SceneManager.GetActiveScene().path == menuScene) { NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public override void OnServerAddPlayer(NetworkConnection conn) { if (SceneManager.GetActiveScene().name == menuScene) { bool isLeader = RoomPlayers.Count == 0; NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public override void OnClientDisconnect(NetworkConnection conn) { if (conn.identity != null) { NetworkRoomPlayerLobby player = conn.identity.GetComponent <NetworkRoomPlayerLobby>(); RoomPlayers.Remove(player); } base.OnClientDisconnect(conn); ClientDisconnected?.Invoke(); }
//Calls on the server when client adds new player public override void OnServerAddPlayer(NetworkConnection conn) { //if in menu scene, spawn room player prefab and add player for connection if (SceneManager.GetActiveScene().name == menuScene) { NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); Debug.Log("hello!"); //Tying player connection and game object NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public override void OnServerAddPlayer(NetworkConnection conn) { //Debug.Log("menu scene is " + menuScene); //Debug.Log("left side of if is " + SceneManager.GetActiveScene().name); if (SceneManager.GetActiveScene().name == "Scene_Lobby") { bool isLeader = RoomPlayers.Count == 0; NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public override void OnServerAddPlayer(NetworkConnection conn) { if (SceneManager.GetActiveScene().name == menuScene) { //apenas para o caso de usar host. para modelo com psicologo como servidor, nao precisa //bool isLeader = RoomPlayers.Count ==0; NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); //apenas para o caso de host //roomPlayerInstance = isLeader; } base.OnServerAddPlayer(conn); }
public override void OnServerAddPlayer(NetworkConnection conn) { Scene menuScene = SceneManager.GetSceneByName(_menuSceneName); if (menuScene != null && menuScene.isLoaded) { bool isLeader = RoomPlayers.Count == 0; GameObject roomPlayerObject = Instantiate(_roomPlayerPrefab.gameObject); NetworkRoomPlayerLobby roomPlayer = roomPlayerObject.GetComponent <NetworkRoomPlayerLobby>(); roomPlayer.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerObject); } }
public override void OnServerAddPlayer(NetworkConnection conn) { bool isLeader = RoomPlayers.Count == 0; NetworkRoomPlayerLobby roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; if (!isLeader || SceneManager.GetActiveScene().name == "WinScreen") { roomPlayerInstance.gameObject.SetActive(false); } NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); }