void SetCurrentTurn(GameCoreController.GameTurnState turn) { if (photonView.IsMine) { return; } Debug.Log("Received turn from master client"); GameCoreController.Instance.CurrentTurn = turn; }
public IEnumerator WaitForPickFirstTurn(GameCoreController.GameTurnState turn) { // Never called by the AI return(null); }
public IEnumerator WaitForPickFirstTurn(GameCoreController.GameTurnState turn) { Debug.Log("Sending who goes first"); photonView.RPC("SetCurrentTurn", RpcTarget.All, turn); return(null); }
public void SendFirstTurn(GameCoreController.GameTurnState turn) { rpcController.SendFirstTurn(turn); }
public void SendFirstTurn(GameCoreController.GameTurnState turn) { // Never called by the AI }
public void SendFirstTurn(GameCoreController.GameTurnState turn) { Debug.Log("Sending who goes first"); photonView.RPC("SetCurrentTurn", RpcTarget.All, turn); }