// The 'constructor' of the player // Call 'constructors' in other components void Start() { view = PhotonView.Get(this); playerState = GetComponent <PlayerState>(); playerState.StartAfterPlayerNetwork(); // The player is not controlled by the client if (!isLocal) { // Remove camera and behaviour Destroy(GetComponentInChildren <Camera>().gameObject); Destroy(GetComponent <Player>()); Destroy(GetComponent <PlayerMaster>()); Destroy(GetComponent <PlayerSlave>()); } else { Destroy(GameObject.Find("Camera a detruire")); local = this; // Remove labels Destroy(GetComponentInChildren <LookToCam>().gameObject); // Remove the master / slave if necessary if (PhotonNetwork.IsMasterClient) { PlayerMaster.instance = GetComponent <PlayerMaster>(); Destroy(GetComponent <PlayerSlave>()); } else { Destroy(GetComponent <PlayerMaster>()); } // Start player component var p = GetComponent <Player>(); p.net = this; GetComponent <Player>().StartAfterPlayerNetwork(); } // Append this player to the players in game list RegisterPlayer(gameObject); }
// Whether the priority is higher for this player public bool HasPriority(PlayerNetwork player) { // < because we want that the master has always the priority return(id < player.id); }