Esempio n. 1
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    // Start is called before the first frame update
    void Start()
    {
        gpe = GetComponentInParent <GamePlayerEntity>();
        playerDisplayName.text = gpe.displayName;

        if (gpe.hasAuthority)   //we dont want to see our own name
        {
            this.gameObject.SetActive(false);
        }
    }
Esempio n. 2
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    /// <summary>
    /// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
    /// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
    /// into the GamePlayer object as it is about to enter the Online scene.
    /// </summary>
    /// <param name="roomPlayer"></param>
    /// <param name="gamePlayer"></param>
    /// <returns>true unless some code in here decides it needs to abort the replacement</returns>
    public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
    {
        GamePlayerEntity gpe = gamePlayer.GetComponent <GamePlayerEntity>();

        gpe.displayName = roomPlayer.GetComponent <RoomPlayerEntity>().displayName;

        gpe.GetComponent <Rigidbody>().velocity   = new Vector3(0, 0, 0);
        gpe.GetComponent <Rigidbody>().useGravity = false;
        gpe.GetComponent <GlobalPlayerController>().DisableAllControls();

        return(true);
    }
Esempio n. 3
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 public void RemoveTarget()
 {
     m_followTarget = null;
 }
Esempio n. 4
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 public void SetTarget(GamePlayerEntity setFollowEntity)
 {
     m_followTarget = setFollowEntity;
 }