// Start is called before the first frame update void Start() { gpe = GetComponentInParent <GamePlayerEntity>(); playerDisplayName.text = gpe.displayName; if (gpe.hasAuthority) //we dont want to see our own name { this.gameObject.SetActive(false); } }
/// <summary> /// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object. /// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc. /// into the GamePlayer object as it is about to enter the Online scene. /// </summary> /// <param name="roomPlayer"></param> /// <param name="gamePlayer"></param> /// <returns>true unless some code in here decides it needs to abort the replacement</returns> public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer) { GamePlayerEntity gpe = gamePlayer.GetComponent <GamePlayerEntity>(); gpe.displayName = roomPlayer.GetComponent <RoomPlayerEntity>().displayName; gpe.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); gpe.GetComponent <Rigidbody>().useGravity = false; gpe.GetComponent <GlobalPlayerController>().DisableAllControls(); return(true); }
public void RemoveTarget() { m_followTarget = null; }
public void SetTarget(GamePlayerEntity setFollowEntity) { m_followTarget = setFollowEntity; }