public Player(NetworkPlayer _NetClient, NetworkViewID _NetViewID, PlayerInputDevice _LocalPlayerInput) { m_NetClient = _NetClient; m_NetViewID = _NetViewID; m_LocalPlayerInput = _LocalPlayerInput; m_PlayerInstance = null; }
// Use this for initialization void Start() { for (int i = 0; i < characterCyclers.Length; ++i) { PlayerInputDevice playerInputDevice = characterCyclers[i].GetComponent <PlayerInputDevice>(); playerInputDevice.SetPlayerID(i); } }
void Start() { PlayerInputDevice playerInputDevice = GetComponent <PlayerInputDevice>(); playerInputDevice.SetPlayerID(deviceId); inputDevice = playerInputDevice.GetPlayerInputDevice(); meshRenderer = GetComponent <MeshRenderer>(); pMarkersGroupController = GetComponentInParent <PMarkersGroupController>(); }
public void AddLocalPlayerToJoin(NetworkPlayer _LocalNetClient, PlayerInputDevice _PlayerInput, bool _IsAuthority) { Player pendingPlayer = AddLocalPlayerPendingJoin(_LocalNetClient, _PlayerInput); System.Diagnostics.Debug.Assert(pendingPlayer.m_NetClient == _LocalNetClient); Debug.Log("Adding local player to join (input: " + _PlayerInput.ToString() + ")"); Debug.Log("IP: "+ _LocalNetClient.ipAddress + ", port:" + _LocalNetClient.port + ", NetViewID: " + pendingPlayer.m_NetViewID.ToString()); if (_IsAuthority) { //@NOTE: Unity3d network system doesn't support sending RPCs to server from server when using RPCMode.Server (RPCMode.All is fine) PlayerJoinAuthority(pendingPlayer.m_NetClient, pendingPlayer.m_NetViewID); } else { if (m_Players.Count == 0) { networkView.RPC("ClientRequestPlayersJoinAuthority", RPCMode.Server, pendingPlayer.m_NetClient); } networkView.RPC("PlayerJoinAuthority", RPCMode.Server, pendingPlayer.m_NetClient, pendingPlayer.m_NetViewID); } }
public Player(PlayerInputDevice _LocalPlayerInput) { m_LocalPlayerInput = _LocalPlayerInput; m_PlayerInstance = null; }
private Player AddLocalPlayerPendingJoin(NetworkPlayer _LocalNetClient, PlayerInputDevice _PlayerInput) { NetworkViewID newViewID = Network.AllocateViewID(); Player newLocalPlayer = new Player(_LocalNetClient, newViewID, _PlayerInput); m_PendingLocalPlayers.Add(newLocalPlayer); return newLocalPlayer; }
public bool IsLocalPlayerJoining(NetworkPlayer _LocalNetClient, PlayerInputDevice _PlayerInput) { bool playerJoining = false; foreach ( Player joiningPlayer in m_PendingLocalPlayers ) { bool isLocalPlayer = (joiningPlayer.m_NetClient == _LocalNetClient); bool matchingInput = (joiningPlayer.m_LocalPlayerInput == _PlayerInput); if (isLocalPlayer && matchingInput) { playerJoining = true; break; } } return playerJoining; }
public bool HasLocalPlayerJoined(NetworkPlayer _LocalNetClient, PlayerInputDevice _PlayerInput) { bool playerJoined = false; foreach (Player player in m_Players) { bool isLocalPlayer = (player.m_NetClient == _LocalNetClient); bool matchingInput = (player.m_LocalPlayerInput == _PlayerInput); if (isLocalPlayer && matchingInput) { playerJoined = true; break; } } return playerJoined; }
private void updateInputDevice() { this.device = InputManager.ActiveDevice; if (this.device.Name.ToLower ().Contains ("keyboard")) { this.playerInputDevice = PlayerInputDevice.KEYBOARD; } else if (this.device.Name.ToLower ().Contains ("xbox 360")) { this.playerInputDevice = PlayerInputDevice.XBOX360_GAMEPAD; } else if (this.device.Name.ToLower ().Contains ("ps3")) { this.playerInputDevice = PlayerInputDevice.PS3_GAMEPAD; } else if (this.device.Name.ToLower ().Contains ("ouya")) { this.playerInputDevice = PlayerInputDevice.OUYA_GAMEPAD; } }
void Awake() { playerInputDevice = GetComponent <PlayerInputDevice>(); }