void JoinRaceInProgress(string settingsStr) { //When joining a game in progress the racesetup wont be there already, so create a new one IsInLobby = false; RaceSetup rs = (RaceSetup)Instantiate(raceSetupObject); rs.settings = RaceSettings.ParseFromString(settingsStr); rs.JoinGameInProgress(); //Make the racesetup run on level load }
void LoadRace(string settings) { IsInLobby = false; RaceSetup rs = GameObject.FindObjectOfType <RaceSetup>(); //Get the race setup object if (rs != null) { //ensure that the clientside settings are correct rs.settings = RaceSettings.ParseFromString(settings); rs.StartRace(false); } else { Debug.LogError("Tried to load race but no RaceSetup is present"); } }
void UpdateRaceSettings(string settingsStr) { if (Network.isServer) { return; } RaceSetup rs = GameObject.FindObjectOfType <RaceSetup>(); if (rs != null) { rs.settings = RaceSettings.ParseFromString(settingsStr); } else { Debug.LogError("Couldn't update race settings: RaceSetup not found."); } }
void Start() { if (Network.isServer) { raceSettingsVisible = true; } client = FindObjectOfType <Client>(); if (GameSettings.music) { audio.Play(); } if (client == null) { Destroy(this.gameObject); } raceSetup = FindObjectOfType <RaceSetup>(); //Load race settings from playerprefs string settingsString = PlayerPrefs.GetString("RaceSettings", raceSetup.settings.ToString()); raceSetup.settings = RaceSettings.ParseFromString(settingsString); //Set some things from the race settings totalCharacters = Global.characters.Length; tempSettings = new RaceSettings(raceSetup.settings); tempLapsF = tempSettings.laps; tempAIBallsF = tempSettings.aiBallCount; tempAIStupidnessF = tempSettings.aiStupidness; tempLapsStr = tempSettings.laps.ToString(); tempAIBallsStr = tempSettings.aiBallCount.ToString(); character = client.FindServerPlayer(Network.player).character; //Set stage records stageRecords = new float[Global.stages.Length]; for (int i = 0; i < stageRecords.Length; i++) { Stage s = Global.stages[i]; stageRecords[i] = PlayerPrefs.GetFloat(s.sceneName + "_lap", -1); } GameSettings.Apply(false); }