Esempio n. 1
0
    /// <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);
    }
Esempio n. 2
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    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];
    }
Esempio n. 3
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 public void SelectChar(int i)
 {
     CharSelector.GetInstance().Select(i);
 }