private IEnumerator RoundEnding() { // Clear the winner from the previous round. m_RoundWinner = null; // See if there is a winner now the round is over. m_RoundWinner = GetRoundWinner(); // If there is a winner, increment their score. if (m_RoundWinner != null) { m_RoundWinner.m_Wins++; } // Now the winner's score has been incremented, see if someone has one the game. m_GameWinner = GetGameWinner(); RpcUpdateMessage(EndMessage(0)); //notify client they should disable player control RpcRoundEnding(); // Wait for the specified length of time until yielding control back to the game loop. yield return(m_EndWait); }
private WaitForSeconds m_StartWait; // Used to have a delay whilst the round starts. #endregion Fields #region Methods // int playerNum, Color c, string name, int localID); /// <summary> /// Add a player from the lobby hook /// </summary> /// <param name="player">The actual GameObject instantiated by the lobby, which is a NetworkBehaviour</param> /// <param name="lobbyPlayer">The Lobby Player</param> /// lp.slot, lp.playerColor, lp.nameInput.text, lp.playerControllerId public static void AddPlayer(GameObject player, LobbyPlayer lobbyPlayer) { PlayMakerSanPlayerManager tmp = new PlayMakerSanPlayerManager(); tmp.m_Instance = player; tmp.m_PlayerNumber = lobbyPlayer.playerControllerId; tmp.m_PlayerColor = lobbyPlayer.playerColor; tmp.m_PlayerName = lobbyPlayer.nameInput.name; tmp.m_LocalPlayerID = lobbyPlayer.playerControllerId; tmp.Setup(); m_Players.Add(tmp); }
public void RemovePlayer(GameObject player) { PlayMakerSanPlayerManager toRemove = null; foreach (var tmp in m_Players) { if (tmp.m_Instance == player) { toRemove = tmp; break; } } if (toRemove != null) { m_Players.Remove(toRemove); } }
private IEnumerator RoundEnding() { // Clear the winner from the previous round. m_RoundWinner = null; // See if there is a winner now the round is over. m_RoundWinner = GetRoundWinner(); // If there is a winner, increment their score. if (m_RoundWinner != null) m_RoundWinner.m_Wins++; // Now the winner's score has been incremented, see if someone has one the game. m_GameWinner = GetGameWinner(); RpcUpdateMessage(EndMessage(0)); //notify client they should disable player control RpcRoundEnding(); // Wait for the specified length of time until yielding control back to the game loop. yield return m_EndWait; }