public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { base.OnServerAddPlayer(conn, playerControllerId); PlayerNetworked player = conn.playerControllers [0].gameObject.GetComponent <PlayerNetworked>(); SpawnRobot(player.robot, conn); }
public void PlayerConnected(PlayerNetworked connectedPlayer, bool local, bool host) { //spawn a lobby entity corresponding to new player GameObject go = Instantiate(PlayerLobbyEntityPrefab, transform.GetChild(0).GetChild(1)); //Set entities PlayerListener to listen to the player who just joined. go.GetComponent <LobbyEntityListener>().SetCorrespondingPlayer(connectedPlayer); //If it's the local player it needs to be connected to PlayerNetworked to tell them of faction changes. if (local) { localPlayer = connectedPlayer; if (host) { transform.GetChild(0).GetChild(2).GetChild(1).gameObject.SetActive(true); //Give host the "StartGame button" localPlayer.Cmd_SetPlayerReadyUnready(); //Host starts ready. } else { transform.GetChild(0).GetChild(2).GetChild(0).gameObject.SetActive(true); //Give clients the "Ready Up button" } } }
public void SetCorrespondingPlayer(PlayerNetworked playerNetworked) { correspondingPlayer = playerNetworked; currentFaction = correspondingPlayer.PlayerFaction; UpdateLobbyEntity(); }