Esempio n. 1
0
    public override void OnLobbyServerPlayerRemoved(NetworkConnection conn, short playerControllerId)
    {
        for (int i = 0; i < lobbySlots.Length; ++i)
        {
            LobbyPlayer p = lobbySlots[i] as LobbyPlayer;

            if (p != null)
            {
                p.RpcUpdateRemoveButton();
                p.ToggleJoinButton(numPlayers + 1 >= minPlayers);
            }
        }
    }
Esempio n. 2
0
    public override void OnLobbyServerDisconnect(NetworkConnection conn)
    {
        for (int i = 0; i < lobbySlots.Length; ++i)
        {
            LobbyPlayer p = lobbySlots[i] as LobbyPlayer;

            if (p != null)
            {
                p.RpcUpdateRemoveButton();
                p.ToggleJoinButton(numPlayers >= minPlayers);
            }
        }
    }
Esempio n. 3
0
    // ----------------- Server callbacks ------------------

    //we want to disable the button JOIN if we don't have enough player
    //But OnLobbyClientConnect isn't called on hosting player. So we override the lobbyPlayer creation
    public override GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn, short playerControllerId)
    {
        GameObject  obj       = Instantiate(lobbyPlayerPrefab.gameObject) as GameObject;
        LobbyPlayer newPlayer = obj.GetComponent <LobbyPlayer>();

        //newPlayer.ToggleJoinButton(numPlayers + 1 >= minPlayers);


        for (int i = 0; i < lobbySlots.Length; ++i)
        {
            LobbyPlayer p = lobbySlots[i] as LobbyPlayer;

            if (p != null)
            {
                p.RpcUpdateRemoveButton();
                //p.ToggleJoinButton(numPlayers + 1 >= minPlayers);
            }
        }

        return(obj);
    }