// here we created load and create player prefabs public void OnServerStarted(int num) { playerNum = num; players = new List <Player>(); float xPos = -Gameplay.xInterval * (num - 1) / 2.0f; for (int i = 0; i < num; ++i) { if (i == localPlayerID) // local player { GameObject player = GameObject.Instantiate(Resources.Load("LocalPlayer", typeof(GameObject)), new Vector3(xPos, 0.5f, zPos), Quaternion.identity) as GameObject; localPlayer = player.GetComponent <LocalPlayer>(); localPlayer.Init(i, zPos, Gameplay.serverTickInterval, rightButton, leftButton); players.Add(localPlayer); } else // remote player { GameObject player = GameObject.Instantiate(Resources.Load("RemotePlayer", typeof(GameObject)), new Vector3(xPos, 0.5f, zPos), Quaternion.identity) as GameObject; RemotePlayer remotePlayer = player.GetComponent <RemotePlayer>(); remotePlayer.Init(i, zPos, Gameplay.serverTickInterval); players.Add(remotePlayer); } xPos += Gameplay.xInterval; } }
private void RegisterPlayer(User u) { User user = u; GameObject newRemotePlayerObj = Instantiate(remotePrefab, Vector2.zero, Quaternion.identity); RemotePlayer remotePlayer = newRemotePlayerObj.AddComponent <RemotePlayer>(); remotePlayer.Init(user.ID, user.Name, user.CharacteID); remotePlayers.Add(user.ID, remotePlayer); }