/// <summary> /// Called on the client when connected to a server. /// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para> /// </summary> /// <param name="conn">Connection to the server.</param> public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); CreateMMOCharacterMessage characterMessage = new CreateMMOCharacterMessage { prefabIndex = CharSelector.GetInstance().selected }; conn.Send(characterMessage); }
private void Start() { m_animator = GetComponent <Animator>(); m_rb = GetComponent <Rigidbody2D>(); m_sr = GetComponent <SpriteRenderer>(); m_pj = GetComponent <PlayerJump>(); m_pj.JumpEvent.AddListener(OnJumpEvent); m_pm = GetComponent <PunchManager>(); m_pm.PunchEvent.AddListener(OnPunchEvent); m_na = GetComponent <NetworkAnimator>(); m_animator.runtimeAnimatorController = CharSelector.GetInstance().chars[controllerIndex]; }
public void SelectChar(int i) { CharSelector.GetInstance().Select(i); }