void Update () { if (change && pickerS != null) { picker = pickerS; change = false; } //Client code if (Network.player == owner) { clientColor = picker.currentColor; if (Network.isServer) { //Too bad a server can't send an rpc to itself using "RPCMode.Server"! //This is a Unity "feature", see `Tips` Vector3 color_ = new Vector3 (clientColor.r, clientColor.g, clientColor.b); SendClorInput (color_); } else if (Network.isClient) { Vector3 color_ = new Vector3 (clientColor.r, clientColor.g, clientColor.b); SendClorInput (color_); //Use this (and line 64) for simple "prediction" GetComponent<NetworkView>().RPC ("SendClorInput", RPCMode.Server, color_); } } //Server movement code if (Network.isServer || Network.player == owner) {//To also enable this on the client itself, use: "|| Network.player==owner){|" renderer.material.color = serverColor; } }
void Update() { if (change && pickerS != null) { picker = pickerS; change = false; } //Client code if (Network.player == owner) { clientColor = picker.currentColor; if (Network.isServer) { //Too bad a server can't send an rpc to itself using "RPCMode.Server"! //This is a Unity "feature", see `Tips` Vector3 color_ = new Vector3(clientColor.r, clientColor.g, clientColor.b); SendClorInput(color_); } else if (Network.isClient) { Vector3 color_ = new Vector3(clientColor.r, clientColor.g, clientColor.b); SendClorInput(color_); //Use this (and line 64) for simple "prediction" GetComponent <NetworkView>().RPC("SendClorInput", RPCMode.Server, color_); } } //Server movement code if (Network.isServer || Network.player == owner) //To also enable this on the client itself, use: "|| Network.player==owner){|" { renderer.material.color = serverColor; } }
void Update() { if (change && pickerS != null) { picker = pickerS; change = false; } //Client code if (Network.player == owner) { string id = GetComponent <NetworkView>().viewID.ToString(); int networkID_ = -1; int.TryParse(id.Replace("AllocatedID: ", ""), out networkID_); bool enable_ = ComboBox_scripts.newNetIDStatic [ComboBox_scripts.selectedItem_].Equals(networkID_); // Select only the gameObject from the combo box if (enable_) { clientColor = picker.currentColor; if (Network.isServer) { //Too bad a server can't send an rpc to itself using "RPCMode.Server"! //This is a Unity "feature", see `Tips` Vector3 color_ = new Vector3(clientColor.r, clientColor.g, clientColor.b); SendClorInput(color_); } else if (Network.isClient) { Vector3 color_ = new Vector3(clientColor.r, clientColor.g, clientColor.b); SendClorInput(color_); //Use this (and line 64) for simple "prediction" GetComponent <NetworkView>().RPC("SendClorInput", RPCMode.Server, color_); } } } //Server movement code if (Network.isServer || Network.player == owner) //To also enable this on the client itself, use: "|| Network.player==owner){|" { renderer.material.color = serverColor; } }
void Update () { if (change && pickerS != null) { picker = pickerS; change = false; } //Client code if (Network.player == owner) { string id = GetComponent<NetworkView>().viewID.ToString (); int networkID_ = -1; int.TryParse (id.Replace ("AllocatedID: ", ""), out networkID_); bool enable_ = ComboBox_scripts.newNetIDStatic [ComboBox_scripts.selectedItem_].Equals (networkID_); // Select only the gameObject from the combo box if (enable_) { clientColor = picker.currentColor; if (Network.isServer) { //Too bad a server can't send an rpc to itself using "RPCMode.Server"! //This is a Unity "feature", see `Tips` Vector3 color_ = new Vector3 (clientColor.r, clientColor.g, clientColor.b); SendClorInput (color_); } else if (Network.isClient) { Vector3 color_ = new Vector3 (clientColor.r, clientColor.g, clientColor.b); SendClorInput (color_); //Use this (and line 64) for simple "prediction" GetComponent<NetworkView>().RPC ("SendClorInput", RPCMode.Server, color_); } } } //Server movement code if (Network.isServer || Network.player == owner) {//To also enable this on the client itself, use: "|| Network.player==owner){|" renderer.material.color = serverColor; } }
private void Awake() { _hsvColorPicker = FindObjectOfType <HSVPicker>(); _voxelController = FindObjectOfType <VoxelController>(); }
private void Start() { picker = pPicker; }
private void Start(){ picker = pPicker; }
private void Awake() { _hsvColorPicker = FindObjectOfType<HSVPicker>(); _voxelController = FindObjectOfType<VoxelController>(); }