public static SetPlayer ( IPlayer, player ) : void | ||
player | IPlayer, | |
Résultat | void |
// Update is called once per frame void Update() { if (!running) { return; } //a strange roundabout way to find the server player, but it works so shut up if (!localPlayerSet) { if (GameManager.instance.CurrentPlayer != null) { controlledPlayers.Add(GameManager.instance.CurrentPlayer); PlayerRegistry.SetPlayer(GameManager.instance.CurrentPlayer); localPlayerSet = true; Debug.Log("Local player set!"); } } //if all players have passed control back to the server if (controlledPlayers.Count == lobby.PlayerCount) { Finished(); return; } timer += Time.deltaTime; if (timer > CONTROL_TIMEOUT) //the timeout has expired { KickAllNonCompliantPlayers(); Finished(); } }
//once each player has finished loading the scene and spawning their players, they must give control back to the server //to indicate that they're ready and compliant. this function will be called when they do. Due to timing issues, this method //cannot be used for the server's local player, so that one is handled in Update() public override void ControlOfEntityGained(BoltEntity entity) { if (entity.prefabId == BoltPrefabs.PlayerPrefab && !entity.isOwner) //first ensure that its a player that this event is being called on { IPlayer player = entity.gameObject.GetComponentInChildren <AbstractPlayer>(); controlledPlayers.Add(player); //add them to the list PlayerRegistry.SetPlayer(player); //add them to the PlayerRegistry, if this is the server's player, it will be done elsewhere } }
public override void Attached() { if (entity.isOwner) { GameObject prefab = Instantiate(OwnerPrefab); state.Transform.SetTransforms(prefab.transform); prefabTransform = prefab.transform; if (BoltNetwork.isServer) { entity.TakeControl(); } else { entity.AssignControl(BoltNetwork.server); } } else { GameObject prefab = Instantiate(ProxyPrefab); state.Transform.SetTransforms(prefab.transform); prefabTransform = prefab.transform; } prefabTransform.parent = this.transform; prefabTransform.localPosition = Vector3.zero; prefabTransform.localRotation = Quaternion.identity; Player = prefabTransform.GetComponent <IPlayer>(); ((AbstractPlayer)Player).SetState(this); if (entity.isOwner) { state.Name = GameManager.instance.CurrentUserName; } //if this is the server's player we have to do some special stuff if (BoltNetwork.isServer && entity.isOwner) { PlayerRegistry.SetPlayer(Player); } }