public override void Execute() { Debug.Log("OnSceneChangedClient"); // Make new players Debug.Log("The amount of players currently in the scene is " + playersInScene.Length); for (int i = 0; i < playersInScene.Length; i++) { LiteNetworking.LobbyConnector.CreatePlayer(false, playersInScene[i], playerPositions[i]); } ClientSceneLoader.OnServerSceneJobFinished(); }
public void GoToScene(int sceneId, string offmeshLinkName) { if (Networking.isServer) { Debug.LogError("Use MovePlayerToScene on the server to properly handle chunking"); return; } // Start the client jobs listeners.ForEach(a => a.OnSceneJobStart(sceneId)); ClientSceneLoader.LoadScene(sceneId); // Request the data from the server OnSceneChangedPacket pkt = new OnSceneChangedPacket(); pkt.sceneId = sceneId; pkt.offmeshLinkName = offmeshLinkName; PacketSender.SendOnSceneChangedPacket(pkt); }
public void Start() { i = this; }