private void SceneService_OnFinishedLoading(Scenes.SceneLoadInfo loadedScene) { if (!ServiceLocator.PoolService.IsGameObjectPooled(gameObject)) { SpawnPrefab(false); } }
// Used only when the client finishes loading before the host does. private void Host_OnFinishedLoading(Scenes.SceneLoadInfo obj) { ServiceLocator.SceneService.OnFinishedLoading -= Host_OnFinishedLoading; if (currentState == NetworkConnectionState.Waiting) { Host_OnReady(); } }
private void SceneService_OnFinishedLoading(Scenes.SceneLoadInfo loadedScene) { if (loadedScene.sceneDefinition.ObjectReference.sceneSettings.defaultGameModeInfo == null) { return; } currentGameMode = loadedScene.sceneDefinition.ObjectReference.sceneSettings.defaultGameModeInfo.GameSetup(); OnFinishedGameSetup(currentGameMode); }
private void Client_Receive_OnLoadScene(NetworkReader reader) { if (networkSocket.IsHost) { DevTools.Logger.LogError(NetworkService.NetworkLog, "Client Method called on a host."); return; } currentState = NetworkConnectionState.Loading; friendlyName = reader.ReadString(); Scenes.SceneLoadInfo loadInfo = new Scenes.SceneLoadInfo(reader); ServiceLocator.SceneService.LoadScene(loadInfo); }
// Called when the client has finished loading the scene. private void Client_OnFinishedLoading(Scenes.SceneLoadInfo sceneLoadInfo) { if (networkSocket.IsHost) { DevTools.Logger.LogError(NetworkService.NetworkLog, "Client Method called on a host."); return; } // Tell host we have finished loading. currentState = NetworkConnectionState.Waiting; NetworkWriter writer = networkSocket.Writer.Setup(networkSocket.ReliableSequencedChannel, MessageTypes.BRF_Host_Receive_OnFinishedLoading); writer.Write(ServiceLocator.PlatformService.Username); // Tell host what our name is. networkSocket.Writer.Send(this, () => "Send host finished loading"); }
// // Level Load Events // // Called when the host starts to load a new scene. private void Host_OnLoadScene(Scenes.SceneLoadInfo sceneLoadInfo) { if (!networkSocket.IsHost) { DevTools.Logger.LogError(NetworkService.NetworkLog, "Host Method called on a client."); return; } currentState = NetworkConnectionState.Loading; NetworkWriter writer = networkSocket.Writer.Setup(networkSocket.ReliableSequencedChannel, MessageTypes.BRF_Client_Receive_OnLoadScene); writer.Write(ServiceLocator.PlatformService.Username); // Tell client what our name is. sceneLoadInfo.NetworkWrite(writer); networkSocket.Writer.Send(this, () => "Send Client SceneLoadInfo"); }
private void SceneService_OnLoadScene(Scenes.SceneLoadInfo newScene) { ShutdownGameMode(); }