public override void SceneLoadLocalDone(string scene) { // aquí ponemos lo que pasa localmente cada vez que se carga una nueva escena if (scene != "Menu") { //CamaraJugador.Instantiate(); CamaraJugador.Instantiate(); Jugador.Instantiate(); } }
// Use this for initialization public override void OnStartLocalPlayer () { if (isLocalPlayer) { GameObject.Find ("Scene Camera").SetActive (false); //GetComponent<CharacterController>().enabled = true; //GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().enabled = true; CharacterControllerLogic ccl = GetComponent<CharacterControllerLogic> (); ccl.enabled = true; GetComponentInChildren<Camera> ().enabled = true; Player_CameraManager PCM = GetComponentInChildren<Player_CameraManager>(); PCM.enabled = true; CamaraJugador cg = GetComponentInChildren<CamaraJugador> (); cg.enabled = true; CameraInstance = cg; ccl.gamecam = cg; AudioListener AL = GetComponentInChildren<AudioListener> (); AL.enabled = true; //FPSCharacterCam.enabled = true; //audioListener.enabled = true; /*GameObject Pref = Instantiate (Prefab, transform.position - (transform.forward * 10f), transform.rotation) as GameObject; CamaraJugador cJ = Prefab.GetComponent<CamaraJugador> (); cJ.CameraTarget = myTrans; */ //GetComponent<CharacterControllerLogic> ().gamecam = cJ; /*Renderer[] rens = GetComponentsInChildren<Renderer>(); foreach(Renderer ren in rens) { ren.enabled = false; }*/ } GetComponent<NetworkAnimator> ().SetParameterAutoSend (0, true); }