ToString() public method

Gives the name.
public ToString ( ) : string
return string
Esempio n. 1
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    /* De-spawning/disconnection. */

    /**
     * Removes disconnected players locally.
     * PUN calls this method automatically on other clients.
     */
    void OnPhotonPlayerDisconnected(PhotonPlayer disconnected)
    {
        Debug.Log("Player " + disconnected.ToString() + " disconnected.");

        RemovePlayerFromList(disconnected, playersInLobby);
        RemovePlayerFromList(disconnected, playersInGame);
    }
Esempio n. 2
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    void SpawnModule(PhotonPlayer owner, GameObject prefab, string prefabPath)
    {
        Vector2 pos = spawnPoints[0];

        spawnPoints.RemoveAt(0);
        float rot = 0;

        Debug.Log("Spawning " + prefab.name + " for " + owner.ToString());

        GameObject module = ObjectConstructor.ConstructModule(prefab, owner, pos, rot);

        inGameModules.Add(module, prefabPath);
        int controllerID = module.GetComponent <ModuleController>().info.view.viewID;

        foreach (PhotonPlayer player in playersInGame)
        {
            view.RPC("SpawnModule", player, prefabPath, owner, controllerID, pos, rot);
        }
    }
 public void OnGUI()
 {
     if (!PhotonNetwork.inRoom)
     {
         return;
     }
     GUILayout.BeginArea(this.GuiRect);
     GUILayout.Label("In-Game", new GUILayoutOption[0]);
     GUILayout.Label("For simplicity, this demo just shows the players in this room. The list will expand when more join.", new GUILayoutOption[0]);
     GUILayout.Label("Your (random) name: " + PhotonNetwork.playerName, new GUILayoutOption[0]);
     GUILayout.Label(PhotonNetwork.playerList.Length + " players in this room.", new GUILayoutOption[0]);
     GUILayout.Label("The others are:", new GUILayoutOption[0]);
     PhotonPlayer[] otherPlayers = PhotonNetwork.otherPlayers;
     for (int i = 0; i < otherPlayers.Length; i++)
     {
         PhotonPlayer photonPlayer = otherPlayers[i];
         GUILayout.Label(photonPlayer.ToString(), new GUILayoutOption[0]);
     }
     if (GUILayout.Button("Leave", new GUILayoutOption[0]))
     {
         PhotonNetwork.LeaveRoom();
     }
     GUILayout.EndArea();
 }
	/// <summary>
	/// Function typically called from the action "PhotonViewRpcBroadcasFsmEventToPlayer" that use RPC to send information about the event to broadcast
	/// </summary>
	/// <param name='target'>
	/// Photon player Target.
	/// </param>
	/// <param name='globalEventName'>
	/// Global Fsm event name to broadcast to the player target
	/// </param>
	/// <param name='stringData'>
	/// String data to pass with this event. WARNING: this is not supposed to be (nor efficient) a way to synchronize data. This is simply to comply with
	/// the ability for FsmEvent to include data.
	/// </param>
	public void PhotonRpcFsmBroadcastEventWithString(PhotonPlayer target,string globalEventName,string stringData)
	{
		if (LogMessageInfo)
		{
			Debug.Log("RPC to send string:"+stringData+" with global Fsm Event:"+globalEventName+" to player:"+target.ToString());	
		}
		
		photonView.RPC("rpc_s", target, globalEventName, stringData);
	}
	/// <summary>
	/// Function typically called from the action "PhotonViewRpcBroadcasFsmEvent" that use RPC to send information about the event to broadcast
	/// </summary>
	/// <param name='target'>
	/// Photon player Target.
	/// </param>
	/// <param name='globalEventName'>
	/// Global Fsm event name to broadcast to the player target
	/// </param>
	public void PhotonRpcBroadcastFsmEvent(PhotonPlayer target,string globalEventName)
	{
		if (LogMessageInfo)
		{
			Debug.Log("RPC to send global Fsm Event:"+globalEventName+" to player:"+target.ToString());	
		}
		
		photonView.RPC("rpc", target, globalEventName);
	}
Esempio n. 6
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    /* Player connection/spawning. */

    /**
     * Adds newly connected players to the unspawned player list.
     * Enables spawning (unsafe-ish)
     */
    void OnPhotonPlayerConnected(PhotonPlayer player)
    {
        Debug.LogFormat("Adding player {0} to spawn list", player.ToString());
        playersInLobby.Add(player);
        playersSpawning = true;
    }
Esempio n. 7
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    /// <summary>
    /// Function typically called from the action "PhotonViewRpcBroadcasFsmEventToPlayer" that use RPC to send information about the event to broadcast
    /// </summary>
    /// <param name='target'>
    /// Photon player Target.
    /// </param>
    /// <param name='globalEventName'>
    /// Global Fsm event name to broadcast to the player target
    /// </param>
    /// <param name='stringData'>
    /// String data to pass with this event. WARNING: this is not supposed to be (nor efficient) a way to synchronize data. This is simply to comply with
    /// the ability for FsmEvent to include data.
    /// </param>
    public void PhotonRpcFsmBroadcastEventWithString(PhotonPlayer target, string globalEventName, string stringData)
    {
        if (LogMessageInfo)
        {
            Debug.Log("RPC to send string:" + stringData + " with global Fsm Event:" + globalEventName + " to player:" + target.ToString());
        }

        photonView.RPC("rpc_s", target, globalEventName, stringData);
    }
Esempio n. 8
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    /// <summary>
    /// Function typically called from the action "PhotonViewRpcBroadcasFsmEvent" that use RPC to send information about the event to broadcast
    /// </summary>
    /// <param name='target'>
    /// Photon player Target.
    /// </param>
    /// <param name='globalEventName'>
    /// Global Fsm event name to broadcast to the player target
    /// </param>
    public void PhotonRpcBroadcastFsmEvent(PhotonPlayer target, string globalEventName)
    {
        if (LogMessageInfo)
        {
            Debug.Log("RPC to send global Fsm Event:" + globalEventName + " to player:" + target.ToString());
        }

        photonView.RPC("rpc", target, globalEventName);
    }
    // -------------------------------------------------------------------------------------------------------------------

    public void AddCommand(PhotonPlayer player, int lockStepTurn, int commandsLockStepTurn)
    {
        if (commandsLockStepTurn == lockStepTurn)
        {
            m_playersConfirmedCurrentCommand.Add(player);
        }
        else if (commandsLockStepTurn == lockStepTurn - 1)
        {
            m_playersConfirmedPriorCommand.Add(player);
        }
        else
        {
            //TODO: Error Handling
            logger.Debug("WARNING!!!! Unexpected lockstepID Confirmed : " + lockStepTurn + " from player: " + player.ToString());
        }
    }
	void OnPhotonPlayerDisconnected(PhotonPlayer other){
		Debug.Log("Player Left " + other.ToString());
	}
Esempio n. 11
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 public override void OnPhotonPlayerConnected(PhotonPlayer newPlayer)
 {
     print(newPlayer.ToString());
 }