public void AddScoreboardEntry(ClientConnectedPlayer player)
    {
        ScoreboardEntry scoreboardEntry = Instantiate(ScoreboardEntryPrefab, ScoreboardEntryPanel.transform).GetComponent <ScoreboardEntry>();

        scoreboardEntry.Username   = player.Username;
        player.PlayerPingUpdated  += scoreboardEntry.OnConnectedPlayerPingUpdated;
        player.PlayerScoreUpdated += scoreboardEntry.OnConnectedPlayerScoreUpdated;
        player.PlayerDisconnected += scoreboardEntry.OnPlayerDisconnected;
    }
Exemple #2
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    public void AddLobbyEntry(ClientConnectedPlayer player)
    {
        LobbyEntry lobbyEntry = Instantiate(LobbyEntryPrefab, LobbyEntriesPanel.transform).GetComponent <LobbyEntry>();

        lobbyEntry.Username        = player.Username;
        player.PlayerPingUpdated  += lobbyEntry.OnConnectedPlayerPingUpdated;
        player.PlayerReady        += lobbyEntry.OnConnectedPlayerReadyUpdated;
        player.PlayerDisconnected += lobbyEntry.OnPlayerDisconnected;
    }
Exemple #3
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 public void SpawnPlayerUI(ClientConnectedPlayer clientConnectedPlayer)
 {
     if (_inGame)
     {
         ScoreboardUI.AddScoreboardEntry(clientConnectedPlayer);
     }
     else
     {
         LobbyUI.AddLobbyEntry(clientConnectedPlayer);
     }
 }
Exemple #4
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    public void SpawnPlayer(int _id, string _username, Vector3 _position, Quaternion _rotation)
    {
        GameObject _player;

        _player = Instantiate(playerPrefab, _position, _rotation);

        ClientConnectedPlayer clientConnectedPlayer = _player.GetComponent <ClientConnectedPlayer>();

        clientConnectedPlayer.Initialize(_id, _username);

        EmulatedPlayers.Add(_id, _player.GetComponent <ClientConnectedPlayer>());

        SpawnPlayerUI(clientConnectedPlayer);
    }
    public void OnPlayerDisconnected(object sender, EventArgs e)
    {
        if (sender is ClientConnectedPlayer)
        {
            ClientConnectedPlayer client = (sender as ClientConnectedPlayer);
            client.PlayerDisconnected -= OnPlayerDisconnected;
            client.PlayerPingUpdated  -= OnConnectedPlayerPingUpdated;
            client.PlayerScoreUpdated -= OnConnectedPlayerScoreUpdated;
        }

        else if (sender is Client)
        {
            Client client = (sender as Client);
            client.PlayerDisconnected   -= OnPlayerDisconnected;
            client.PlayerLatencyUpdated -= OnClientLatencyUpdated;
            client.PlayerScoreUpdated   -= OnClientScoreUpdated;
        }

        Destroy(this.gameObject);
    }