Esempio n. 1
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 protected static void LoadMaps()
 {
     UnityEngine.Object[] _availableMaps = Resources.LoadAll(@"Maps");
     CSMapPrefab map;
     foreach (UnityEngine.Object t in _availableMaps)
     {
         map = new CSMapPrefab();
         map._model = (GameObject)t;
         map._name = ((GameObject)t).name;
         maps.Add(map);
     }        
 }
Esempio n. 2
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    protected static void LoadMaps()
    {
        UnityEngine.Object[] _availableMaps = Resources.LoadAll(@"Maps");
        CSMapPrefab          map;

        foreach (UnityEngine.Object t in _availableMaps)
        {
            map        = new CSMapPrefab();
            map._model = (GameObject)t;
            map._name  = ((GameObject)t).name;
            maps.Add(map);
        }
    }
Esempio n. 3
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    protected void InitServer()
    {
        if (Network.InitializeServer(MaxConnections, _port) == NetworkConnectionError.NoError)
        {
            //init map
            _choosingMap = PrefabLoader.GetMapModel(CSMapsName.cs_mansion);
            Instantiate(_choosingMap, Vector3.zero, Quaternion.LookRotation(Vector3.forward, Vector3.up));

            //init player
            Transform generator = CSMapPrefab.GetGenerator(_team, CSMapsName.cs_mansion);
            _player = PrefabLoader.GetCharacterModel(CSCharactersName.player);
            Instantiate(_player, generator.transform.position, generator.rotation);

            Screen.showCursor = false;
            _gameState        = GameState.PLAYING;
        }
    }