// Update UI to reflect ready status of both network players private void UpdateReadyUI() { // Check if local player is host or client if (PUNQuickPlay.Get().LocalPlayerIsHost()) { // Change UI in succession to avoid overlapping elements if (Globals.Menu.PlayText.enabled && Globals.Menu.PlayText.text == "Waiting for another player") { // Hide "waiting for player" text Globals.Menu.PlayText.enabled = false; } else { // Hide or show all lobby buttons depending on ready status of host NetReady.gameObject.SetActive(!hostReady); LeftArrow.gameObject.SetActive(!hostReady); RightArrow.gameObject.SetActive(!hostReady); } } else { // Hide or show all lobby buttons depending on ready status of client NetReady.gameObject.SetActive(!clientReady); LeftArrow.gameObject.SetActive(!clientReady); RightArrow.gameObject.SetActive(!clientReady); } }
// Update UI to reflect ready status of both network players private void UpdateNetworkReadyStatus() { // Check if local player is host or client if (PUNQuickPlay.Get().LocalPlayerIsHost()) { // Hide or show all lobby buttons depending on ready status of host NetReady.gameObject.SetActive(!hostReady); LeftArrow.gameObject.SetActive(!hostReady); RightArrow.gameObject.SetActive(!hostReady); } else { // Hide or show all lobby buttons depending on ready status of client NetReady.gameObject.SetActive(!clientReady); LeftArrow.gameObject.SetActive(!clientReady); RightArrow.gameObject.SetActive(!clientReady); } }