public void ReceiveNewPlayer(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation) { if (Network.isServer) { return; } GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(Player, ViewID, Position, Rotation, 0, 1, 0); ServerDetails.AddConnection(Player, NetworkPlayer); }
public void ReceiveExistingPlayer(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation, int State, int teamID, int ballType) { if (Network.isServer) { return; } Debug.Log("Existing player at position: " + Position); GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(Player, ViewID, Position, Rotation, State, ballType, teamID); Debug.Log(" Existing Player: " + Player); ServerDetails.AddConnection(Player, NetworkPlayer); }
public void ReceiveConnectionDetails(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation) { if (!Network.isClient) { return; } LocalPlayer = mSpawnHelper.CreateLocalPlayer(Player, ViewID, Position, Rotation); mNetworkview.RPC("ReceiveNewPlayer", RPCMode.Others, Player, ViewID, Position, Rotation); pHUD = GameObject.FindGameObjectWithTag("PlayerHUD").GetComponent <HUDCanvas>(); ServerDetails.AddConnection(Player, LocalPlayer); mNetworkview.RPC("GetOtherPlayers", RPCMode.Server); LastPosition = LocalPlayer.GetComponent <PlayerMovement>().GetPosition(); mNetworkview.RPC("PlayerAlive", RPCMode.Server, Player); }
public void RequestConnection(NetworkMessageInfo info) { if (!Network.isServer) { return; } NetworkViewID ViewID = Network.AllocateViewID(); Transform SP = mLevelController.GetComponent <SpawnControl>().GetSpawnPoint(); GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(info.sender, ViewID, SP.position, SP.rotation, (int)PlayerState.Creating, 1, 0); Debug.Log(NetworkPlayer.transform.position); ServerDetails.AddConnection(info.sender, NetworkPlayer); if (info.sender != null) { mNetworkview.RPC("ReceiveConnectionDetails", info.sender, info.sender, ViewID, SP.position, SP.rotation); } }