Esempio n. 1
0
 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();
 }
Esempio n. 2
0
    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);
    }
Esempio n. 3
0
 public void Start()
 {
     i = this;
 }