public ExamplePlayerController(short playerControllerId, TinyNetConnection nConn) : base(playerControllerId, nConn) { //Hacky way, but I want a coroutine... if (TinyNetGameManager.instance.isListenServer) { if (!(nConn is TinyNetLocalConnectionToClient)) { return; } } fixedUpdateCoroutine = TinyNetGameManager.instance.StartCoroutine(FixedUpdateLoop()); inputMessageBuffer.playerControllerId = playerControllerId; }
public override TinyNetPlayerController CreatePlayerController(TinyNetConnection conn, int playerId) { return(new ExamplePlayerController((short)playerId, conn)); }
public ExamplePlayerController(short playerControllerId, TinyNetConnection nConn) : base(playerControllerId, nConn) { inputMessageBuffer.playerControllerId = playerControllerId; }
void CreatePlayerAndAdd(TinyNetConnection conn, int playerId) { conn.SetPlayerController <ExamplePlayerController>(new ExamplePlayerController((short)playerId, conn)); }