void Start()
        {
            LoadingScreen.SetActive(true);
            // db = FirebaseFirestore.DefaultInstance;
            myUsername = PlayerPrefs.GetString("username");
            string     currentSkin  = PlayerPrefs.GetString("CurrentSkin");
            GameObject playerPrefab = Resources.Load <GameObject>("Characters/" + currentSkin);

            Debug.Log("current skin: " + currentSkin);
            Debug.Log("current prefab: " + playerPrefab);
            PlayerPrefab = playerPrefab.GetComponent <CharacterScript>();;
            PhotonNetwork.OfflineMode = false;
            PhotonNetwork.NickName    = "Pablo";
            PhotonNetwork.GameVersion = "v1";
            PhotonNetwork.ConnectUsingSettings();
        }
Exemple #2
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        void Start()
        {
            Screen.sleepTimeout = SleepTimeout.NeverSleep;
            PlayerPrefs.SetString("currentPublicWorld", "Town");
            LoadingScreen.SetActive(true);
            myUsername = PlayerPrefs.GetString("username");
            string currentSkin = PlayerPrefs.GetString("CurrentSkin");

            publicWorldName = PlayerPrefs.GetString("currentPublicWorld");
            GameObject selectedPrefab = (PlayerPrefs.GetInt("isMale") == 1) ? MalePrefab : FemalePrefab;

            PlayerPrefab = selectedPrefab.GetComponent <CharacterScript>();
            PhotonNetwork.OfflineMode = false;
            PhotonNetwork.NickName    = "Pablo";
            PhotonNetwork.PhotonServerSettings.AppSettings.FixedRegion = "usw";
            PhotonNetwork.GameVersion = "v1";
            PhotonNetwork.ConnectUsingSettings();
        }
Exemple #3
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        IEnumerator CheckIfDisconnected()
        {
            yield return(new WaitForSeconds(1));

            if (!PhotonNetwork.IsConnectedAndReady)
            {
                LoadingScreen.SetActive(true);
                string actualSkin = PlayerPrefs.GetString("CurrentSkin");
                if (actualSkin != currentSkin)
                {
                    GameObject playerPrefab = Resources.Load <GameObject>("Characters/" + currentSkin);
                    PlayerPrefab = playerPrefab.GetComponent <CharacterScript>();;
                }
                currentSkin = actualSkin;
                PhotonNetwork.ConnectUsingSettings();
                reconnect = true;
            }
        }
Exemple #4
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 private void OnTriggerExit(Collider other)
 {
     if (otherPlayer)
     {
         return;
     }
     if (other.gameObject.name == "store")
     {
         // itemLoader.GetComponent<ItemLoaderStore>().ActivateStore(false);
         uiManager.GetComponent <UIManagerPublicScript>().ActivateStore(false);
     }
     else if (other.gameObject.name == "Wardrobe" && myRoom)
     {
         itemLoader.GetComponent <ItemLoader>().ToggleWardrobe(false);
     }
     else if (other.gameObject.GetComponent <CharacterScript>() != null && inPublicRoom == 1)
     {
         CharacterScript otherCharScript = other.gameObject.GetComponent <CharacterScript>();
         Debug.Log(other.transform.name);
         if (otherCharScript != this)  // ie is not me
         {
             Photon.Realtime.Player CurrPlayer = other.transform.GetComponent <PhotonView>().Controller;
             PV.RPC("RPC_DissappearConversation", CurrPlayer);
         }
     }
     else if (other.gameObject.GetComponent <CharacterScript>() != null && inPublicRoom == 0)
     {
         CharacterScript otherPlayer = other.gameObject.GetComponent <CharacterScript>();
         if (otherPlayer.inGame)
         {
             uiManager.GetComponent <UIManagerScript>().HideJoinGame();
         }
     }
     else if (other.gameObject.name == "job")
     {
         uiManager.GetComponent <UIManagerPublicScript>().ToggleJobButton(false, 0);
     }
     else if (other.gameObject.name == "flyer")
     {
         uiManager.GetComponent <UIManagerPublicScript>().ToggleFylerButton(false);
     }
 }
Exemple #5
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        public void RPC_SendPotentialConvo(string username, int ActorNumber, int interestGroup, string currentlyTalkingTo, int PVID)
        {
            // when I collide with another player I send that other player the pop up "Want to chat" -> as the other player receives it, if I am already in convo
            // I don't get the pop up -> but the popup still appears to me if I am not in conversation (i.e, popups are always sent but not always displayed)
            CharacterScript mainPlayerScript = (PhotonNetwork.LocalPlayer.TagObject as GameObject).GetComponent <CharacterScript>();
            int             myActorNumber    = PhotonNetwork.LocalPlayer.ActorNumber;

            // remember that when I send an RPC to another player it gets passed to MY player in their instance so I tell my player to get their script to see if they're in convo
            if (!mainPlayerScript.isInConversation)
            {
                // i am not in conversation and therefore should be prompted invitations to other conversations to join
                if (interestGroup == -1)
                {
                    ChatManager.ShowRequestConversation(true, false, username, currentlyTalkingTo, ActorNumber, interestGroup, myActorNumber, PVID);
                }
                else
                {
                    ChatManager.ShowRequestConversation(true, true, username, currentlyTalkingTo, ActorNumber, interestGroup, myActorNumber, PVID);
                }
            }
        }
Exemple #6
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        void Start()
        {
            LoadingScreen.SetActive(true);
            currentWorldType = PlayerPrefs.GetString("currentWorldType");
            roomIDToJoin     = PlayerPrefs.GetString("currentRoomID");
            myUsername       = PlayerPrefs.GetString("username");
            currentSkin      = PlayerPrefs.GetString("CurrentSkin");
            GameObject playerPrefab = Resources.Load <GameObject>("Characters/" + currentSkin);

            PlayerPrefab = playerPrefab.GetComponent <CharacterScript>();;
            PhotonNetwork.OfflineMode = false;
            PhotonNetwork.NickName    = "Pablo";
            PhotonNetwork.GameVersion = "v1";
            if (PhotonNetwork.IsConnected)
            {
                OnClickConnectRoom();
            }
            else
            {
                PhotonNetwork.ConnectUsingSettings();
            }
        }
        public void SitCharacter(CharacterScript character)
        {
            int      amountOfColliders = transform.GetComponents <BoxCollider>().Length;
            Collider collider          = transform.GetComponents <BoxCollider>()[0];
            Collider collider2         = transform.GetComponents <BoxCollider>()[amountOfColliders - 1];
            Vector3  pos = collider.transform.position;

            float   length     = collider.transform.localScale.x * ((BoxCollider)collider).size.x;
            float   width      = collider.transform.localScale.z * ((BoxCollider)collider).size.z;
            float   height     = collider.transform.localScale.y * ((BoxCollider)collider).size.y;
            Vector3 dimensions = new Vector3(length, height, width);

            float   length2     = collider2.transform.localScale.x * ((BoxCollider)collider2).size.x;
            float   width2      = collider2.transform.localScale.z * ((BoxCollider)collider2).size.z;
            float   height2     = collider2.transform.localScale.y * ((BoxCollider)collider2).size.y;
            Vector3 dimensions2 = new Vector3(length2, height2, width2);

            // pos.y += (dimensions2.y - 0.4f);
            character.transform.position = pos;
            character.transform.Translate(new Vector3(dimensions.x / 2, 0.1f, dimensions.z / 3.2f), transform);
            character.transform.rotation = transform.rotation * Quaternion.AngleAxis(180, Vector3.up);
        }
Exemple #8
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 public void SetCameraTarget(Transform t, int inPublicRoom)
 {
     target           = t;
     offsetFromTarget = (inPublicRoom == 1) ? new Vector3(0, 4.8f, -6.5f): new Vector3(0, 2f, -3f);
     transform.LookAt(target);
     transform.rotation = Quaternion.Euler(0, 0, 0);
     transform.Rotate(new Vector3(xTilt, 0, 0), Space.Self);
     eulerX = transform.eulerAngles.x;
     if (target != null)
     {
         if (target.GetComponent <CharacterScript>() != null)
         {
             characterController = target.GetComponent <CharacterScript>();
         }
         else
         {
             Debug.Log("No Character Script added to Character");
         }
     }
     else
     {
         Debug.Log("No target to camera");
     }
 }
 // far from optimal but I don't want to Find() more stuff in character script and I already have uimanager
 public void SetGamingManagerCharacter(CharacterScript cs)
 {
     GamingManager.GetComponent <GamingManager>().SetCharacterScript(cs);
     customizer.SetCharacterScript(cs);
 }
Exemple #10
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        public void RPC_AcceptConversation(string username, string group, int PVID)
        {
            CharacterScript mainPlayerScript = (PhotonNetwork.LocalPlayer.TagObject as GameObject).GetComponent <CharacterScript>();

            mainPlayerScript.AcceptConversationRequest(username, group, 3, true);
        }
Exemple #11
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 public void SetCharacterScript(CharacterScript cs)
 {
     character = cs;
 }
 public void AddPlayerToOtherComponents(CharacterScript player)
 {
     Compass.GetComponent <CompassScript>().SetPlayer(player.transform);
     flyerGameScript.SetPlayer(player);
     racingManagerScript.SetPlayer(player);
 }
Exemple #13
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 public void SetMainCharacter(CharacterScript character)
 {
     player = character;
 }
Exemple #14
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 public void SetPlayer(CharacterScript cs)
 {
     player = cs;
 }
 public void SetTargetCharacter(CharacterScript charScript)
 {
     characterScript = charScript;
 }
Exemple #16
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 public void SetTarget(CharacterScript myPlayer)
 {
     player = myPlayer;
 }