public void CreateServerGame() { serverGameO = Instantiate(serverGamePrefab); serverGame = serverGameO.GetComponent <DC_Game>(); serverGame.gameName = gameName; serverGame.gameMaxPlayers = maxPlayers; serverGame.gamePort = networkPort; serverGame.gameAddress = networkAddress; }
// Client-Side Commands (Run on Client's Instance of Object) [ClientRpc] public void RpcGameSetup(GameObject serverGO) { DC_Game sGame = serverGO.GetComponent <DC_Game>(); serverGameO = serverGO; serverGame = sGame; gameGrid = sGame.gameGrid; if (hasAuthority) { localPlayer = sGame.localPlayer; homeRoom = sGame.homeRoom; homeRoom.SetRemotePlayer(this); } }
public void RegisterServerGame(DC_Game server) { if (!serverGame) { serverGame = server; serverGameO = server.gameObject; } server.homeRoom = homeRoom; homeRoom.serverGame = server; server.localPlayer = homeRoom.localPlayer; if (server.gameGridO && !server.gameGrid) { server.gameGrid = server.gameGridO.GetComponent <DC_GameGrid>(); } homeRoom.gameGrid = server.gameGrid; }
void Update() { if (serverGameO && !serverGame) { serverGame = serverGameO.GetComponent <DC_Game>(); } if (avatarO && !avatar) { avatar = avatarO.GetComponent <DC_Avatar>(); } if (avatarSpawnO && !avatarSpawn) { avatarSpawn = avatarSpawnO.GetComponent <DC_Avatar_Spawn>(); } ServerUpdate(); ClientUpdate(); }
public void RegisterGame(DC_Game game = null, DC_GameGrid grid = null) { serverGame = game; gameGrid = grid; }