public GameObject SpawnPlayerUIPrefab(PlayerNetwork player) { GameObject newUIPlayer = Instantiate(UIPlayerPrefab, UIPlayerParent); newUIPlayer.GetComponent <UIPlayer> ().SetPlayer(player); newUIPlayer.transform.SetSiblingIndex(player.playerIndex - 1); return(newUIPlayer); }
public override void OnStartClient() { if (isLocalPlayer) { localPlayer = this; } else { Debug.Log($"Spawning other player UI Prefab"); //playerLobbyUI = UIManager.instance.SpawnPlayerUIPrefab (this); } }
public void PlayerDisconnected(PlayerNetwork player, string _matchID) { for (int i = 0; i < matches.Count; i++) { if (matches[i].matchID == _matchID) { int playerIndex = matches[i].players.IndexOf(player.gameObject); matches[i].players.RemoveAt(playerIndex); roomListManager.FillList(matches[i].players.ToArray(), matches[i].matchID); Debug.Log($"Player disconnected from match {_matchID} | {matches[i].players.Count} players remaining"); /* player.currentMatch = new Match(); */ if (matches[i].players.Count == 0) { Debug.Log($"No more players in Match. Terminating {_matchID}"); matches.RemoveAt(i); matchIDs.Remove(_matchID); roomListManager.roomData.RemoveAt(i); } break; } } }
public void BeginGame(string _matchID) { GameObject newTurnManager = Instantiate(turnManagerPrefab); NetworkServer.Spawn(newTurnManager); newTurnManager.GetComponent <NetworkMatchChecker> ().matchId = _matchID.ToGuid(); TurnManager turnManager = newTurnManager.GetComponent <TurnManager> (); for (int i = 0; i < matches.Count; i++) { if (matches[i].matchID == _matchID) { matches[i].inMatch = true; foreach (var player in matches[i].players) { PlayerNetwork _player = player.GetComponent <PlayerNetwork> (); _player.StartGame(); } break; } } }
public void SetPlayer(PlayerNetwork player) { this.player = player; text.text = "Player " + player.playerIndex.ToString(); }