public void Init(ClientConnectionsComponent connHolder) { //Debug.Log("ClientGameComponent::Init Called"); connectionsComponent = connHolder; clientGameSend = GetComponent <ClientGameSend>(); clientGameData = GetComponent <ClientGameDataComponent>(); }
public void Init(ClientConnectionsComponent connHolder, PersistentPlayerInfo playerInfo) { connectionsComponent = connHolder; clientGameSend = GetComponent <ClientGameSend>(); m_PlayerInfo = playerInfo; if (m_PlayerInfo.playerType == LobbyUtils.PLAYER_TYPE.SHOOTER) { clientGameSend.SendDataWhenReady((byte)GAME_CLIENT_REQUESTS.CREATE_ENTITY_WITH_OWNERSHIP); clientGameSend.SendDataWhenReady((byte)CREATE_ENTITY_TYPES.FPS_PLAYER); } else { Instantiate(Match3PlayerObj); } }