Esempio n. 1
0
    void Awake()
    {
        mpItemSpawn  = FindObjectOfType <Class_ItemSpawn>();
        mpEnemySpawn = FindObjectOfType <Class_EnemyJon>();
        mpPlayScene  = FindObjectOfType <Class_PlayScene>();

        mpWizard          = this.GetComponentInChildren <Class_Wizard>();
        mpWarrior         = this.GetComponentInChildren <Class_Warrior>();
        mpReceiveWizard   = this.GetComponentInChildren <Class_ReceiveWizard>();
        mpReceiveWarrior  = this.GetComponentInChildren <Class_ReceiveWarrior>();
        mpPlayerUI        = this.GetComponentInChildren <Class_PlayerUI>();
        mpReceivePlayerUI = this.GetComponentInChildren <Class_ReceivePlayerUI>();

        Destroy(mpReceivePlayerUI);

        if (Class_NetworkClient.GetInst().mMyUserInfo.mOccupation == "Warrior")
        {
            Destroy(mpWizard.gameObject);
            Destroy(mpReceiveWarrior);
        }
        else
        {
            Destroy(mpWarrior.gameObject);
            Destroy(mpReceiveWizard);
        }
    }
Esempio n. 2
0
    void Awake()
    {
        mpItemSpawn  = FindObjectOfType <Class_ItemSpawn>();
        mpEnemySpawn = FindObjectOfType <Class_EnemyJon>();
        mpMazeSpawn  = FindObjectOfType <Class_MazeJon>();

        if (Class_NetworkClient.GetInst().mMyUserInfo.mUserName == Class_NetworkClient.GetInst().mRoomMaster)
        {
            GameObject PFPlayer_0  = Resources.Load <GameObject>("Prefabs/PFPlayer_0");
            GameObject PFPlayer_1  = Resources.Load <GameObject>("Prefabs/PFPlayer_1");
            GameObject MyPlayer    = Instantiate <GameObject>(PFPlayer_0, PFPlayer_0.transform.position, Quaternion.identity);
            GameObject OtherPlayer = Instantiate <GameObject>(PFPlayer_1, PFPlayer_1.transform.position, Quaternion.identity);

            MyPlayer.AddComponent <Class_Player>();
            OtherPlayer.AddComponent <Class_ReceivePlayer>();

            mpItemSpawn.StartSpawnItem(true);

            //TCP 게임시작 요청
            byte[] tBuffer = new byte[1024];

            tBuffer[0] = (byte)PROTOCOL.REQ_START_GAME;

            Class_NetworkClient.GetInst().Send(tBuffer, tBuffer.Length);
        }
        else
        {
            GameObject PFPlayer_0  = Resources.Load <GameObject>("Prefabs/PFPlayer_0");
            GameObject PFPlayer_1  = Resources.Load <GameObject>("Prefabs/PFPlayer_1");
            GameObject OtherPlayer = Instantiate <GameObject>(PFPlayer_0, PFPlayer_0.transform.position, Quaternion.identity);
            GameObject MyPlayer    = Instantiate <GameObject>(PFPlayer_1, PFPlayer_1.transform.position, Quaternion.identity);

            MyPlayer.AddComponent <Class_Player>();
            OtherPlayer.AddComponent <Class_ReceivePlayer>();
        }
    }