Esempio n. 1
0
 // Update UI to reflect ready status of both network players
 private void UpdateReadyUI()
 {
     // Check if local player is host or client
     if (PUNQuickPlay.Get().LocalPlayerIsHost())
     {
         // Change UI in succession to avoid overlapping elements
         if (Globals.Menu.PlayText.enabled && Globals.Menu.PlayText.text == "Waiting for another player")
         {
             // Hide "waiting for player" text
             Globals.Menu.PlayText.enabled = false;
         }
         else
         {
             // Hide or show all lobby buttons depending on ready status of host
             NetReady.gameObject.SetActive(!hostReady);
             LeftArrow.gameObject.SetActive(!hostReady);
             RightArrow.gameObject.SetActive(!hostReady);
         }
     }
     else
     {
         // Hide or show all lobby buttons depending on ready status of client
         NetReady.gameObject.SetActive(!clientReady);
         LeftArrow.gameObject.SetActive(!clientReady);
         RightArrow.gameObject.SetActive(!clientReady);
     }
 }
Esempio n. 2
0
 // Update UI to reflect ready status of both network players
 private void UpdateNetworkReadyStatus()
 {
     // Check if local player is host or client
     if (PUNQuickPlay.Get().LocalPlayerIsHost())
     {
         // Hide or show all lobby buttons depending on ready status of host
         NetReady.gameObject.SetActive(!hostReady);
         LeftArrow.gameObject.SetActive(!hostReady);
         RightArrow.gameObject.SetActive(!hostReady);
     }
     else
     {
         // Hide or show all lobby buttons depending on ready status of client
         NetReady.gameObject.SetActive(!clientReady);
         LeftArrow.gameObject.SetActive(!clientReady);
         RightArrow.gameObject.SetActive(!clientReady);
     }
 }