/// <summary> /// Called when a remote player entered the room. /// See the official Photon docs for more details. /// </summary> public override void OnPhotonPlayerConnected(PhotonPlayer player) { //only let the master client handle this connection if (!PhotonNetwork.isMasterClient) { return; } //get the next team index which the player should belong to //assign it to the player and update player properties int teamIndex = GameManager.GetInstance().GetTeamFill(0); PhotonNetwork.room.AddSize(teamIndex, +1); player.SetTeam(teamIndex); //also player properties are not cleared when disconnecting and connecting //automatically, so we have to set all existing properties to null //these default values will get overriden by correct data soon player.Clear(); //the master client sends an instruction to this player for adding him to the game this.photonView.RPC("AddPlayer", player); AddBullet(); //************** }
void OnPhotonPlayerConnected(PhotonPlayer newPlayer) { //UpdateGenderCnt (); // TODO : 방에 새로 들어 온 유저 정보 업데이트 //also player properties are not cleared when disconnecting and connecting //automatically, so we have to set all existing properties to null //these default values will get overriden by correct data soon newPlayer.Clear(); }