public void Start() { m_trans = transform; m_ch = m_trans.GetComponent <CharacterController>(); netplayer = new NetPlayer(); global = new GlobalClass(); }
// Called when player connects with their phone void InitializeNetPlayer(SpawnInfo spawnInfo) { Init(); m_netPlayer = spawnInfo.netPlayer; m_netPlayer.OnDisconnect += Remove; m_netPlayer.OnNameChange += ChangeName; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler <MessageMove>("move", OnMove); m_netPlayer.RegisterCmdHandler <MessageJump>("jump", OnJump); MoveToRandomSpawnPoint(); SetName(m_netPlayer.Name); // Pick a random amount to adjust the hue and saturation float hue = Random.value; float sat = (float)Random.Range(0, 3) * -0.25f; MessageSetColor color = new MessageSetColor( hue, sat, 0.0f, m_material.GetFloat("_HSVRangeMin"), m_material.GetFloat("_HSVRangeMax")); SetColor(color); // Send it to the phone m_netPlayer.SendCmd("setColor", color); }
void InvokeOnPlayerCreated(NetPlayer player) { if (OnPlayerCreated != null) { OnPlayerCreated(player); } }
void InvokeOnPlayerDestroyed(NetPlayer player) { if (OnPlayerDestroyed != null) { OnPlayerDestroyed(player); } }
public void ServerCreatePlayer(int id, string pName) { NetPlayer player = Instantiate <NetPlayer>(playerPrefab); player.Init(id, pName); InvokeOnPlayerCreated(player); }
public void ServerCreateLocalPlayer() { NetPlayer player = Instantiate <NetPlayer>(localPlayerPrefab); player.Init(0, playerName); InvokeOnPlayerCreated(player); }
/// <summary> /// Finds command aliases related to the input command that may have been spelled incorrectly. /// </summary> private List <string> FindRelatedCommands(string input, NetPlayer caller) { var related = new List <string>(); foreach (var command in Commands) { if (caller == null && command.RequireCaller) { continue; } if (caller != null && (int)caller.AccessLevel < command.AccessLevel) { continue; } foreach (var alias in command.Aliases) { if ((alias.StartsWith(input)) //If the user did not complete the command. //If the user missed the last few letters. || (input.Length >= 2 && alias.StartsWith(input.Substring(0, 2))) //If user missed last few letters. || (input.Length > 2 && alias.EndsWith(input.Substring(input.Length - 2, 2))) //If user misspelled middle characters. || (alias.StartsWith(input.Substring(0, 1)) && alias.EndsWith(input.Substring(input.Length - 1, 1)))) { //Add related command to the "Did you mean?" list. related.Add(alias); break; } } } return(related); }
private void Start() { player = GetComponentInParent <NetPlayer>(); if (player == null) { base.gameObject.SetActive(value: false); return; } TruncateName(); int stringWidth = CalculateStringWidth(); int lineHeight = textMesh.font.lineHeight; rendererText = textMesh.GetComponent <Renderer>(); rendererText.sharedMaterial.shader = textShader; rendererBG = textBG.GetComponent <Renderer>(); meshFilter = textBG.transform.GetComponent <MeshFilter>(); Mesh mesh = new Mesh(); BuildMesh(stringWidth, lineHeight); mesh.vertices = vertices; mesh.SetIndices(kIndices, MeshTopology.Triangles, 0); mesh.MarkDynamic(); mesh.UploadMeshData(markNoLogerReadable: false); meshFilter.sharedMesh = mesh; EnableRenderers(enable: false); }
public void SetAccessLevel(IPAddress ipAddress, AccessLevel accessLevel) { uint uintIp = ipAddress.ToUint32(); if (accessLevel == AccessLevel.Player) { Config.AccessLevels.RemoveAll(id => id.Type == IdentityType.Ip && id.Ip == uintIp); Config.Save(); return; } var identity = Config.AccessLevels.FirstOrDefault(id => id.Type == IdentityType.Ip && id.Ip == uintIp) ?? new PlayerAccessLevelIdentity(uintIp, accessLevel); identity.AccessLevel = accessLevel; if (!Config.AccessLevels.Contains(identity)) { Config.AccessLevels.Add(identity); } Config.Save(); NetPlayer player = FindPlayer(ipAddress); if (player != null) { UpdateAccessLevel(player); } }
/// <summary> /// Setup object. /// </summary> /// <param name="type">Object type.</param> /// <param name="objectID">Object ID to assign.</param> /// <returns>Assigned Object ID</returns> public int Setup(ObjectSyncManager.ObjectTypes type, int objectID) { if (!NetWorld.Instance.playerIsLoading) { if (!NetManager.Instance.IsHost && objectID == ObjectSyncManager.AUTOMATIC_ID) { Logger.Debug("Ignoring spawned object as client is not host!"); GameObject.Destroy(gameObject); return(-1); } } IsSetup = false; SyncEnabled = false; Owner = null; ObjectType = type; ObjectID = objectID; // Assign object's ID. ObjectID = ObjectSyncManager.Instance.AddNewObject(this, ObjectID); if (!NetWorld.Instance.playerIsLoading && !IsSetup) { CreateObjectSubtype(); } return(ObjectID); }
void RemovePlayerFromLobby(NetPlayer player) { var lobbyPlayer = lobbyPlayers[player]; lobbyPlayers.Remove(player); Destroy(lobbyPlayer.gameObject); }
/// <summary> /// Call this to rotate an active player out and start the next waiting player. /// </summary> /// <param name="netPlayer">The NetPlayer of the player to return</param> public void ReturnPlayer(NetPlayer netPlayer) { if (m_playerManager != null) { m_playerManager.ReturnPlayer(netPlayer); } }
private void RPC_SetUpPlayer(int ParentIndex, string displayName) { //Debug.LogError("Dummy Error"); ParentObject = PhotonView.Find(ParentIndex).gameObject; if (ParentPlayer == null) { ParentPlayer = ParentObject.GetComponent <NetPlayer>(); } if (LocalPlayer == null) { LocalPlayer = ParentPlayer.LocalPlayer; } //ParentPlayer = GetComponentInParent<NetPlayer>(); //if (LocalPlayer == null && ParentPlayer.LocalPlayer != null) // LocalPlayer = ParentPlayer.LocalPlayer; //SetTeamNum(TeamNum); TextName.text = displayName; PNT.ForceStart(); if (LocalPlayer == ParentPlayer) { TextName.gameObject.SetActive(false); } if (LocalPlayer.GetTeamNum() != ParentPlayer.GetTeamNum()) { TextName.gameObject.SetActive(false); } SetTeamNum(TeamNum); }
// Called when player connects with their phone void InitializeNetPlayer(SpawnInfo spawnInfo) { Init(); m_netPlayer = spawnInfo.netPlayer; m_netPlayer.OnDisconnect += Remove; m_netPlayer.OnNameChange += ChangeName; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageMove>("move", OnMove); m_netPlayer.RegisterCmdHandler<MessageJump>("jump", OnJump); SetName(m_netPlayer.Name); // Pick a random amount to adjust the hue and saturation float hue = Random.value; float sat = (float)Random.Range(0, 3) * -0.25f; MessageSetColor color = new MessageSetColor( hue, sat, 0.0f, m_material.GetFloat("_HSVRangeMin"), m_material.GetFloat("_HSVRangeMax")); SetColor(color); // Send it to the phone m_netPlayer.SendCmd("setColor", color); }
private string GetSteamNameTag(NetPlayer player) { ulong ulSteamID = ulong.Parse(player.skinUserId); CSteamID steamIDFriend = new CSteamID(ulSteamID); return(SteamFriends.GetFriendPersonaName(steamIDFriend)); }
/// <summary>Sends the client into the game and informs other clients of the new player.</summary> /// <param name="_playerName">The username of the new player.</param> public void SendIntoGame(string _playerName) { player = NetworkManager.instance.InstantiatePlayer(); player.Initialize(id, _playerName); // Send all players in the new player's scene foreach (Client _client in Server.clients.Values) { if (_client.player != null) { if (_client.id != id) { ServerSend.SpawnPlayer(id, _client.player); } } } // Send the new player in all playerss scenes (including himself) foreach (Client _client in Server.clients.Values) { if (_client.player != null) { ServerSend.SpawnPlayer(_client.id, player); } } }
public void PlaceMessage(int id, string msg) { var text = Instantiate <TextMeshProUGUI>(msgPrefab, msgPlace); NetPlayer player = NetPlayer.players[id]; text.text = $"{player.playerName} : {msg}"; }
public void SetAccessLevel(ulong steamId, AccessLevel accessLevel) { if (accessLevel == AccessLevel.Player) { Config.AccessLevels.RemoveAll(id => id.Type == IdentityType.SteamId && id.SteamId == steamId); Config.Save(); return; } var identity = Config.AccessLevels.FirstOrDefault(id => id.Type == IdentityType.SteamId && id.SteamId == steamId) ?? new PlayerAccessLevelIdentity(steamId, accessLevel); identity.AccessLevel = accessLevel; if (!Config.AccessLevels.Contains(identity)) { Config.AccessLevels.Add(identity); } Config.Save(); NetPlayer player = FindPlayer(steamId); if (player != null) { UpdateAccessLevel(player); } }
// Called by ExampleCharacterSelect using GameObject.SendMessage void InitializeFromCharacterSelect(ExampleCharacterSelect.StartInfo startInfo) { Init(); // Save the netplayer object so we can use it send messages to the phone m_netPlayer = startInfo.netPlayer; // Register handler to call if the player disconnects from the game. m_netPlayer.OnDisconnect += Remove; // Handle Namechange. Either use the one passed in or make a new one m_playerNameManager = startInfo.playerNameManager; m_playerNameManager.OnNameChange += ChangeName; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageMove>("move", OnMove); ExampleCharacterSelectGameSettings settings = ExampleCharacterSelectGameSettings.settings(); m_position = new Vector3(Random.Range(0.0f, settings.areaWidth), 0, Random.Range(0.0f, settings.areaHeight)); transform.localPosition = m_position; SetName(m_playerNameManager.Name); Color color = new Color(Random.value, Random.value, Random.value); // make one random component a minimum brightness color[RandInt(3)] = Random.value * 0.5f + 0.5f; SetColor(color); }
public GameObject flyGuy; // a reference to the FlyGuy Prefab GameObejct void InitializeNetPlayer(SpawnInfo spawnInfo) { NetPlayer m_netPlayer = spawnInfo.netPlayer; GameObject newChar; if (!GameObject.FindWithTag("Mario")) { newChar = Instantiate(mario); } else if (!GameObject.FindWithTag("Luigi")) { newChar = Instantiate(luigi); } else if (!GameObject.FindWithTag("PurpleMario")) { newChar = Instantiate(purpleMario); } else if (!GameObject.FindWithTag("YellowLuigi")) { newChar = Instantiate(yellowLuigi); } else { newChar = Instantiate(flyGuy); } newChar.GetComponent <HFTGamepad>().InitializeNetPlayer(m_netPlayer); Destroy(this.gameObject); }
void InitializeNetPlayer(NetPlayer m_netPlayer) { GameObject newChar; if (!GameObject.FindWithTag ("Mario")) { newChar = Instantiate(mario); } else if (!GameObject.FindWithTag ("Luigi")) { newChar = Instantiate(luigi); } else if (!GameObject.FindWithTag ("PurpleMario")) { newChar = Instantiate(purpleMario); } else if (!GameObject.FindWithTag ("YellowLuigi")) { newChar = Instantiate(yellowLuigi); } else { newChar = Instantiate(flyGuy); } newChar.GetComponent<HFTGamepad> ().InitializeNetPlayer (m_netPlayer); Destroy (this.gameObject); }
internal void PlayerConnected(NetPlayer netPlayer) { string id = netPlayer.host.connection.ToString(); allPlayers[id] = new HumanFallFlatPlayer(netPlayer); connectedPlayers[id] = new HumanFallFlatPlayer(netPlayer); }
static void Postfix(NetPlayer __instance) { Singleton.Manager <ManNetwork> .inst.SubscribeToClientMessage(__instance.netId, WaterChange, new ManNetwork.MessageHandler(OnClientChangeWaterHeight)); Console.WriteLine("Subscribed " + __instance.netId.ToString() + " to water level updates from host. Sending current level"); TryBroadcastNewHeight(serverWaterHeight); }
internal void addPlayer(NetPlayer player) { context.clients.Add(player); context.scene.bodies[player] = new List <NetScene.Body>(); onClientJoin?.Invoke(player); // call handler Global.log.trace($"added client {player}"); }
internal void removePlayer(NetPlayer player) { context.server !.onClientLeave?.Invoke(player); context.scene.bodies.Remove(player); context.clients.Remove(player); Global.log.trace($"removed client {player}"); }
/// <summary> /// /// </summary> /// <param name="client"></param> /// <returns></returns> bool Server_OnClientConnect(NetPlayer client) { LogBox.Text += "New client connected" + Environment.NewLine; return(true); }
private void OnDestroy() { if (this == local) { local = null; } }
/// <summary> /// Send sync response to clients. /// </summary> /// <param name="player">Player to send message to.</param> /// <param name="accepted">If the request was approved.</param> public static void SendSyncResponse(NetPlayer player, int objectID, bool accepted) { Network.Messages.ObjectSyncResponseMessage msgResponse = new Network.Messages.ObjectSyncResponseMessage(); msgResponse.objectID = objectID; msgResponse.accepted = accepted; NetManager.Instance.SendMessage(player, msgResponse, Steamworks.EP2PSend.k_EP2PSendReliable); }
public void Surrender() { // NM = NetworkManager.singleton; NetPlayer[] NPs = GameObject.FindObjectsOfType <NetPlayer>(); foreach (NetPlayer NP in NPs) { if (NP.isLocalPlayer) { netplayer = NP; } } if (isServer) { netplayer.CmdServerSurrender(); } else if (isClient) { netplayer.CmdClientSurrender(); } // if(isServer) // NetworkManager.StopHost(); // else if(isClient) // NetworkManager.StopClient(); }
void Start() { enemysprite = this.GetComponent <SpriteRenderer>(); if (isFly) { Destination = FindClosestPlayer(); } GameObject[] NetPlayers = GameObject.FindGameObjectsWithTag("Play"); if (!isOffline) { foreach (GameObject NP in NetPlayers) { if (!isServer) { if (NP.GetComponent <NetworkIdentity>().isLocalPlayer) { NetPlayer = NP.GetComponent <NetPlayer>(); } } if (isServer) { if (NP.GetComponent <NetworkIdentity>().isLocalPlayer) { NetPlayer = NP.GetComponent <NetPlayer>(); } } } } healthNow = health; prevLoc = transform.position; InvokeRepeating("ChangeDirection", 0f, 0.2f); InvokeRepeating("RecordPosition", 0f, 0.1f); }
public void GiveParametersPlayer(NetPlayer obj) { player = obj; TextHp.text = "Прочность: " + player.Health + "/" + player.MaxHealth; CancelInvoke(); InvokeRepeating("RefreshWindowPlayer", 0, 0.34f); }
public override void Handle(string[] args) { NetPlayer target = Caller; if (PlayerName != null) { target = Server.FindPlayer(PlayerName, NameSearchOption.StartsWith); if (target == null) { SendMessage($"Could not find a player with a name starting with '{PlayerName}'.", LogMessageType.Error); return; } } if (target == null) { SendMessage("Missing player name, if typed in server console a player name needs to be specified.", LogMessageType.Error); return; } if (target.Spectating) { SendMessage($"Can't set pot color on spectating players.", LogMessageType.Error); return; } target.SetPotColor(new Color(R, G, B)); }
void Awake() { if (control == null) { control = GameObject.Find("board").GetComponent <SystemControl>(); } netPlayer = transform.parent.gameObject.GetComponent <NetPlayer>(); if (!chessMap.ContainsKey(gameObject.name)) { chessMap.Add(gameObject.name, gameObject); } else { chessMap[gameObject.name] = gameObject; } coord.Set(initCoordRow, initCoordCol); switch (chessTypeId) { case ChessTypeId.Empty: chessType = Empty.GetChessType(); break; case ChessTypeId.JIANG: chessType = JIANG.GetChessType(); break; case ChessTypeId.SHI: chessType = SHI.GetChessType(); break; case ChessTypeId.XIANG: chessType = XIANG.GetChessType(); break; case ChessTypeId.MA: chessType = MA.GetChessType(); break; case ChessTypeId.CHE: chessType = CHE.GetChessType(); break; case ChessTypeId.PAO: chessType = PAO.GetChessType(); break; case ChessTypeId.BING: chessType = BING.GetChessType(); break; default: chessType = Empty.GetChessType(); break; } }
public virtual void Start() { connectionManager = GameObject.Find("World").GetComponent("ConnectionManager") as ConnectionManager; playerManager = GameObject.Find("World").GetComponent("PlayerManager") as PlayerManager; netPlayer = GameObject.Find("World").GetComponent("NetPlayer") as NetPlayer; inputDispatcher = GameObject.Find("World").GetComponent("InputDispatcher") as InputDispatcher; inputReceiver = GameObject.Find("World").GetComponent("InputReceiver") as InputReceiver; //gameManager = GameObject.Find("World").GetComponent<GameManager>() as GameManager; mapManager = GameObject.Find("World").GetComponent<MapManager>() as MapManager; menuManager = GameObject.Find("World").GetComponent<MenuManager>() as MenuManager; world = GameObject.Find("World"); }
//Creates a collection based on player and all options public InputCollection(NetPlayer player, float f, float s, float tR, float tU, bool j, bool f1, bool f2, bool sp, bool c) { forward = f; straff = s; turnRight = tR; turnUp = tU; jump = j; fireOne = f1; fireTwo = f2; sprint = sp; crouch = c; netPlayer = player; }
void InitializeNetPlayer(SpawnInfo spawnInfo) { // Save the netplayer object so we can use it send messages to the phone m_netPlayer = spawnInfo.netPlayer; // Register handler to call if the player disconnects from the game. m_netPlayer.OnDisconnect += Remove; // Track name changes m_playerNameManager = new HFTPlayerNameManager(m_netPlayer); // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageCharacter>("character", OnCharacter); }
void InitializeNetPlayer(SpawnInfo spawnInfo) { // Save the netplayer object so we can use it send messages to the phone m_netPlayer = spawnInfo.netPlayer; // Register handler to call if the player disconnects from the game. m_netPlayer.OnDisconnect += Remove; // Track name changes m_playerNameManager = new HFTPlayerNameManager(m_netPlayer); m_playerNameManager.OnNameChange += ChangeName; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageMove>("move", OnMove); m_netPlayer.RegisterCmdHandler<MessageColor>("color", OnColor); ExampleSimpleGameSettings settings = ExampleSimpleGameSettings.settings(); m_position = new Vector3(UnityEngine.Random.Range(0, settings.areaWidth), 0, UnityEngine.Random.Range(0, settings.areaHeight)); transform.localPosition = m_position; SetName(m_playerNameManager.Name); }
private void StartPlayer(int id, string name) { if (m_players.ContainsKey(id)) { return; } if (string.IsNullOrEmpty(name)) { name = "Player" + (++m_totalPlayerCount); } NetPlayer player = new NetPlayer(this, id); m_players[id] = player; m_eventProcessor.QueueEvent(delegate() { // UGH! This is not thread safe because someone might add handler to OnPlayerConnect // Odds or low though. OnPlayerConnect.Emit(this, new PlayerConnectMessageArgs(player)); }); }
void InitializeNetPlayer(SpawnInfo spawnInfo) { m_netPlayer = spawnInfo.netPlayer; m_netPlayer.OnDisconnect += HandleDisconnect; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageButton>("button", HandleButton); m_netPlayer.RegisterCmdHandler<MessageDPad>("dpad", HandleDPad); m_netPlayer.RegisterCmdHandler<MessageOrient>("orient", HandleOrient); m_netPlayer.RegisterCmdHandler<MessageAccel>("accel", HandleAccel); m_netPlayer.RegisterCmdHandler<MessageRot>("rot", HandleRot); m_netPlayer.RegisterCmdHandler<MessageTouch>("touch", HandleTouch); m_playerNameManager = new HFTPlayerNameManager(m_netPlayer); m_playerNameManager.OnNameChange += HandleNameChange; // If the controller is showing the player "game full" // then tell it can play. m_netPlayer.SendCmd("play"); SendControllerOptions(); SendColor(); }
public StartInfo(NetPlayer netPlayer, HFTPlayerNameManager playerNameManager) { this.netPlayer = netPlayer; this.playerNameManager = playerNameManager; }
public HFTPlayerNameManager(NetPlayer netPlayer) { m_netPlayer = netPlayer; AddHandlers(); }
public PlayerDisconnectMessageArgs(NetPlayer _netPlayer) { netPlayer = _netPlayer; }
void InitializeNetPlayer(SpawnInfo spawnInfo) { m_netPlayer = spawnInfo.netPlayer; score.caughtEvent += delegate (){spawnInfo.netPlayer.SendCmd ("customText", new CustomTextParcel(GetPhoneChasingText()));}; score.catchPlayerEvent += delegate (){spawnInfo.netPlayer.SendCmd ("customText", new CustomTextParcel(GetPhoneChasingText()));}; }
public void StartLocalPlayer(NetPlayer netPlayer, string name = "", object data = null) { if (m_playerManager != null) { m_playerManager.StartLocalPlayer(netPlayer, name, data); } else { StartPlayer(netPlayer, data); } }
public void setNetPlayer(NetPlayer pNetPlayer) { _NetPlayer = pNetPlayer; }
public RespawnCharacterDecider(NetPlayer netPlayer) { myPlayer = netPlayer; }
void StartPlayer(NetPlayer netPlayer, object data) { m_log.Info("Spawn Player"); GameObject gameObject = (GameObject)Instantiate(prefabToSpawnForPlayer); SpawnInfo spawnInfo = new SpawnInfo(); spawnInfo.netPlayer = netPlayer; spawnInfo.data = data; gameObject.SendMessage("InitializeNetPlayer", spawnInfo); }
public void Init(NetPlayer netPlayer) { m_netPlayer = netPlayer; }
//-------------------------------------------------------------------------------------------------------------------- //Name: //Description: //Parameters: //Returns: //-------------------------------------------------------------------------------------------------------------------- private bool arePlayerStatesSynced(NetPlayer.PLAYER_STATE pState) { bool bResult = true; foreach(GameObject p in players){ if (p == null) continue; if (p.GetComponent<NetPlayer> ().PlayerState != pState){ bResult = false; break; }// End if (p.GetComponent<NetPlayer> ().PlayerState != pState) } //End foreach(GameObject p in players) return bResult; }
public PlayerConnectMessageArgs(NetPlayer _netPlayer, string _name, object _data) { netPlayer = _netPlayer; name = _name; data = _data; }
public NetPlayerState(NetPlayer _netPlayer, object _data) { netPlayer = _netPlayer; data = _data; }
NetPlayerState GetWaitingNetPlayerState(NetPlayer netPlayer) { return m_waitingPlayers.Find((NetPlayerState otherNetPlayerState) => { return otherNetPlayerState.netPlayer == netPlayer; }); }
PlayerState GetPlayerState(NetPlayer netPlayer) { for (int pndx = 0; pndx < m_playerState.Length; ++pndx) { PlayerState playerState = m_playerState[pndx]; if (playerState.netPlayer == netPlayer) { return playerState; } } return null; }
/// <summary> /// Call this to rotate an active player out and start the next waiting player. /// </summary> /// <param name="netPlayer">The NetPlayer of the player to return</param> public void ReturnPlayer(NetPlayer netPlayer) { m_playerManager.ReturnPlayer(netPlayer); }
void InitializeNetPlayer(SpawnInfo spawnInfo) { MapGeneration.doDestroy += DieAnim; m_netPlayer = spawnInfo.netPlayer; m_netPlayer.OnDisconnect += Remove; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageButton>("button", HandleButton); m_netPlayer.RegisterCmdHandler<MessageDPad>("dpad", HandleDPad); m_netPlayer.RegisterCmdHandler<MessageOrient>("orient", HandleOrient); m_netPlayer.RegisterCmdHandler<MessageAccel>("accel", HandleAccel); m_netPlayer.RegisterCmdHandler<MessageRot>("rot", HandleRot); m_netPlayer.RegisterCmdHandler<MessageTouch>("touch", HandleTouch); m_netPlayer.OnNameChange += ChangeName; // If the controller is showing the player "game full" // then tell it can play. m_netPlayer.SendCmd("play"); SendControllerOptions(); SendColor(); //COLOR MeshRenderer rend = this.gameObject.GetComponent<MeshRenderer>(); Material mat = new Material(Shader.Find("Standard")); mat.color = m_color; rend.material = mat; //SPAWNING MapGeneration map = GameObject.FindWithTag ("Map").GetComponent<MapGeneration> (); int xSpawnPos = Random.Range(map.size - 3, map.size - 1); int ySpawnPos = Random.Range(map.size - 3, map.size - 1); this.gameObject.transform.position = new Vector3 (xSpawnPos, map.getHeight (xSpawnPos, ySpawnPos) + 1.5f, // stop harcoding shit, amir ySpawnPos); onCreate(this.gameObject); PlayerMovement.onSpawn += delegate(ref Vector2 currentCell) { currentCell.x = xSpawnPos; currentCell.y = ySpawnPos; }; }
void InitializeNetPlayer(SpawnInfo spawnInfo) { m_netPlayer = spawnInfo.netPlayer; m_netPlayer.OnDisconnect += Remove; // Setup events for the different messages. m_netPlayer.RegisterCmdHandler<MessageColor>(OnColor); m_netPlayer.RegisterCmdHandler<MessageMove>(OnMove); m_netPlayer.RegisterCmdHandler<MessageSetName>(OnSetName); m_netPlayer.RegisterCmdHandler<MessageBusy>(OnBusy); m_netPlayer.RegisterCmdHandler<MessageOrient>(OnOrient); m_netPlayer.RegisterCmdHandler<MessageCmdData>("needID", OnNeedID); m_netPlayer.RegisterCmdHandler<MessageCheckID>("checkID", OnCheckID); m_netPlayer.RegisterCmdHandler<MessageRequestPartner>("requestPartner", OnRequestPartner); ExampleSimpleGameSettings settings = ExampleSimpleGameSettings.settings(); m_position = new Vector3(m_rand.Next(settings.areaWidth), 0, m_rand.Next(settings.areaHeight)); //transform.localPosition = m_position; SetName(spawnInfo.name); }
public void Init(NetPlayer netPlayer) { m_netPlayer = netPlayer; m_name = "Player" + (++s_nextPlayerId); }
public void setNetPlayer(NetPlayer pNP) { _NetPlayer = pNP; cdtimer.SetActive (false); HUD.GetComponent<Image>().sprite = Huds [_NetPlayer.iShipChoice]; HUD.GetComponent<Image> ().enabled = true; HUD.transform.FindChild("MiniMapBack").GetComponent<Image>().sprite = MapBorders[_NetPlayer.iShipChoice]; UIState = UI_STATE.Waiting; }
public NetGame(NetPlayer np) { InitializeComponent(); game = np; game.InitNetPlayer(gameGrid1, gameGrid2, Scoring_Board1, Scoring_Board2, PreviewImage1, 19, 10); }