// When the game scene is loaded for the player
    public override bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
    {
        // Hide the UI when the scene changes
        lobbyManagerUI.HideUI();

        SetupNetworkVehicle       setupNetworkVehicle       = gamePlayer.GetComponent <SetupNetworkVehicle>();
        SetupVehicleCustomization setupVehicleCustomization = lobbyPlayer.GetComponent <SetupVehicleCustomization>();

        // Set the colour from the lobby player to the actual game player
        setupNetworkVehicle.colours = setupVehicleCustomization.vehicleColour;

        // Set the part id
        setupNetworkVehicle.wheelID     = setupVehicleCustomization.wheelID;
        setupNetworkVehicle.spoilerID   = setupVehicleCustomization.spoilerID;
        setupNetworkVehicle.bodyID      = setupVehicleCustomization.bodyID;
        setupNetworkVehicle.characterID = setupVehicleCustomization.characterID;

        return(base.OnLobbyServerSceneLoadedForPlayer(lobbyPlayer, gamePlayer));
    }
Example #2
0
    // When the player readys up
    public override void OnClientReady(bool readyState)
    {
        base.OnClientReady(readyState);

        // Check if we have authority over this object (Only allow client of this object to change it, nobody else)
        if (!hasAuthority)
        {
            return;
        }

        setupVehicleCustomization = GetComponent <SetupVehicleCustomization>();


        // Change the colour on the server if the colour picker was found
        if (setupVehicleCustomization)
        {
            // Request Colour
            setupVehicleCustomization.CmdRequestColourChange(setupVehicleCustomization.vehicleColour);

            // Request Parts
            setupVehicleCustomization.CmdRequestPartChange(setupVehicleCustomization.spoilerID, setupVehicleCustomization.wheelID, setupVehicleCustomization.bodyID, setupVehicleCustomization.characterID);
        }
    }