private void NewPlayer(BeardedManStudios.Forge.Networking.NetworkingPlayer player, BeardedManStudios.Forge.Networking.NetWorker sender) { MainThreadManager.Run(() => { PlayerControllerBehavior go = NetworkManager.Instance.InstantiatePlayerController(0, position: Vector3.zero + UnityEngine.Random.insideUnitSphere * 10); go.networkObject.position = go.transform.position; go.networkObject.ID = player.NetworkId; }); }
private void NewPlayer(NetworkingPlayer player, NetWorker sender) { MainThreadManager.Run(() => { Vector3 pos = spawnPos + Random.onUnitSphere * 3; pos.y = 1; PlayerControllerBehavior p = NetworkManager.Instance.InstantiatePlayerController(0, position: pos); p.networkObject.MyID = player.NetworkId; p.name = p.name + networkObject.numPlayers; Debug.Log(p.networkObject.MyID); networkObject.numPlayers++; }); networkObject.SendRpc(RPC_SET_PLAYERS, Receivers.All, player.NetworkId); }
protected override void NetworkStart() { base.NetworkStart(); if (!networkObject.IsServer) { return; } MainThreadManager.Run(() => { PlayerControllerBehavior go = NetworkManager.Instance.InstantiatePlayerController(0, position: Vector3.zero + UnityEngine.Random.insideUnitSphere * 10); go.networkObject.position = go.transform.position; }); networkObject.Networker.playerAccepted += NewPlayer; }
protected override void NetworkStart() { base.NetworkStart(); //if we are the clent we want to get all the other players in the scene Debug.Log("NETWORK START"); if (!networkObject.IsServer) { return; } players = new Dictionary <uint, PlayerControllerBehavior>(); //Adds the server player PlayerControllerBehavior p = NetworkManager.Instance.InstantiatePlayerController(); //sets their ID p.networkObject.MyID = p.networkObject.MyPlayerId; //instantiates player models and sets thier ids on acceptance NetworkManager.Instance.Networker.playerAccepted += NewPlayer; }
public void RegisterPlayer(uint id, PlayerControllerBehavior player) { players.Add(id, player); _players.Add(player); ID.Add(id); }
void Start() { player = FindObjectOfType <PlayerControllerBehavior>(); }