public ServerPlayerController()
 {
     rpc_Owner_SetPlayerState     = BindRPC <PlayerState>(Owner_SetPlayerState);
     rpc_Owner_SetPlayerPawn      = BindRPC <Player>(Owner_SetPlayerPawn);
     rpc_Owner_ConsolePrint       = BindRPC <byte, string>(Owner_ConsolePrint);
     rpc_Owner_Say                = BindRPC <PlayerState, string>(Owner_Say);
     rpc_Owner_SayTeam            = BindRPC <PlayerState, string>(Owner_SayTeam);
     rpc_Owner_HUDDisplaySubtitle = BindRPC <string, float>(base.Owner_HUDDisplaySubtitle);
 }
Exemple #2
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    void OnConnectedToServer()
    {
        GameObject temp = (GameObject)Network.Instantiate(Resources.Load("ActorRPC"), Vector3.zero, Quaternion.identity, 0) as GameObject;

        temp.transform.SetParent(transform.parent);

        this.myActor = temp.GetComponent <ActorRPC>();
        myName       = "Client";
        MyDebug.instance.Log(GameObject.FindGameObjectsWithTag("actor").Length.ToString());
    }
Exemple #3
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    void OnServerInitialized()
    {
        if (Network.isServer)
        {
            GameObject temp = (GameObject)Network.Instantiate(Resources.Load("ActorRPC"), Vector3.zero, Quaternion.identity, 0) as GameObject;
            temp.transform.SetParent(transform.parent);

            this.myActor = temp.GetComponent <ActorRPC>();
            myName       = "Server";
            MyDebug.instance.Log("create server succeed.");
        }
    }
        public ClientPlayerController()
        {
            if (GameManager.instance.clientData.isDualAnalogAiming)
            {
                _hideCursor = false;
            }
            else
            {
                _hideCursor = true;
            }

            rpc_Server_ClientHasLoaded = BindRPC(Server_ClientHasLoaded);
            rpc_Server_ExecuteCFunc    = BindRPC <string>(Server_ExecuteCFunc);
            rpc_Server_Say             = BindRPC <string>(Server_Say);
            rpc_Server_SayTeam         = BindRPC <string>(Server_SayTeam);
        }
 public ServerTeam()
 {
     rpc_NetMulticast_AddPlayerToTeam      = BindRPC <PlayerState>(base.NetMulticast_AddPlayerToTeam);
     rpc_NetMulticast_RemovePlayerFromTeam = BindRPC <PlayerState>(base.NetMulticast_RemovePlayerFromTeam);
 }
Exemple #6
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 public void FindActor()
 {
     myActor = GameObject.FindGameObjectWithTag("actor").GetComponent <ActorRPC>();
 }
 public ServerPlayerState()
 {
     rpc_Multicast_SetPermissionLevel = BindRPC <int>(Multicast_SetPermissionLevel);
 }