Example #1
0
 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);
     }
 }
Example #3
0
    public override void OnClientDisconnect(NetworkConnection conn)
    {
        if (conn.identity != null)
        {
            NetworkRoomPlayerLobby player = conn.identity.GetComponent <NetworkRoomPlayerLobby>();
            RoomPlayers.Remove(player);
        }

        base.OnClientDisconnect(conn);
        ClientDisconnected?.Invoke();
    }
Example #4
0
    //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);
        }
    }
Example #5
0
    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);
        }
    }
Example #6
0
    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);
    }
Example #7
0
    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);
        }
    }
Example #8
0
    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);
    }