public void AssignLocalInputController(Player plyr) { //If the player isn't controlled locally, just set the plyr's controller to null since it's not our job to control them if (NetworkMatchSetup.IsLocallyOwned(plyr.id) == false) { plyr.SetInputType(LocalInputType.InputType.NONE); } else { //Otherwise, this character is controlled by this local client - figure out which input type they'll need and add it plyr.SetInputType(NetworkMatchSetup.GetInputType(plyr.id)); } }
public void LogInputTypes() { WriteToMatchLogFile(string.Format("it:{0}:{1}", (int)NetworkMatchSetup.GetInputType(0), (int)NetworkMatchSetup.GetInputType(1))); }