Exemple #1
0
    // Spawn players in different areas of the room based on their tag.
    public GameObject spawnHere(ExtendedEventArgs eventArgs)
    {
        GameObject spawn = null;
        // if eventArgs.playertag == 1 or eventArgs.playertag == 2 to tell them to spawn in different areas
        ResponseCreateEventArgs argID = eventArgs as ResponseCreateEventArgs;

        if (argID.user_id == 1)
        {
            spawn = Instantiate(Resources.Load <GameObject>("Prefabs/P1 Puzzle/AlexP1Spawn"));
            //spawn = Instantiate(Resources.Load<GameObject>("Prefabs/Player1Spawn"));
        }
        if (argID.user_id == 2)
        {
            spawn = Instantiate(Resources.Load <GameObject>("Prefabs/P1 Puzzle/AlexP2Spawn"));
            //spawn = Instantiate(Resources.Load<GameObject>("Prefabs/Player2Spawn"));
        }
        return(spawn);
    }
Exemple #2
0
    public override ExtendedEventArgs process()
    {
        ResponseCreateEventArgs args = null;

        if (status == 0)
        {
            args = new ResponseCreateEventArgs();
            //	args.status = status;
            args.user_id = user_id;
            //	args.username = username;
            //	args.money = money;
            //	args.level = level;
            //	args.last_logout = last_logout;
            Debug.Log("user id is:" + user_id);
            //  args.player = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/PlayerObject")as GameObject);
        }

        return(args);
    }
Exemple #3
0
    // Function to be called after processing a message.
    // Function callbacks used to show what is received or what happens to the client
    // after the request is done processing from the connection manager.
    public void ResponseCreate(ExtendedEventArgs eventArgs)
    {
        ResponseCreateEventArgs argID = eventArgs as ResponseCreateEventArgs;

        if (players.Count >= 2)
        {
            foreach (GameObject player in players)
            {
                Destroy(player);
            }
            players = new List <GameObject>();
        }
        player     = spawnHere(eventArgs);
        player.tag = argID.user_id.ToString();
        players.Add(player);

        if (players.Count == 1)
        {
            // Activates the ready screen for player
            GameObject readyScreen = player.transform.GetChild(1).gameObject;
            readyScreen.transform.GetChild(4).gameObject.SetActive(true);
            readyScreen.transform.GetChild(5).gameObject.SetActive(true);

            // Assigning chat box field
            chatBox = GameObject.FindGameObjectWithTag("inputfield").GetComponent <InputField>();

            // Assigning chat panel field
            chatPanel = GameObject.FindGameObjectWithTag("content");
            Debug.Log("Added first player in list.");
        }

        // Turning off components and game objects for the other player.
        if (players.Count > 1)
        {
            Debug.Log("Adding subsequent players that join.");

            // Player Object is a child of the Player Spawn Game Object.
            GameObject playerObject = player.transform.GetChild(0).gameObject;

            // Turn off End menu screen for the other player
            player.transform.GetChild(2).gameObject.SetActive(false);
            // Turn off all children associated with the new player object that joins.
            for (int i = 0; i < playerObject.transform.childCount; i++)
            {
                Debug.Log("Turning off camera");
                // The rest of the children is within this player.
                GameObject child = playerObject.transform.GetChild(i).gameObject;

                // Turning off children of player.
                if (child != null)
                {
                    child.SetActive(false);
                }
            }

            // Turn off canvas of other player
            player.transform.GetChild(1).gameObject.SetActive(false);

            // Turn off all movement and camera objects so that one input doesn't move both player objects.
            playerObject.GetComponent <FPMovement>().enabled = false;
            //playerObject.GetComponent<CharacterController>().enabled = false;
            playerObject.GetComponent <MouseLook>().enabled = false;
        }
        Debug.Log("Successfully created player in callback function.");
    }