Esempio n. 1
0
    public void AddPlayer(SeedNetworkRoomPlayer player)
    {
        LobbyPlayerCellController cell = Instantiate(LobbyPlayerCellPrefab, PlayersPanel.transform).GetComponent <LobbyPlayerCellController>();

        cell.SetPlayerName(player.PlayerName);

        playerNameToLobbyCellMap.Add(player.PlayerName, cell);
    }
    public void OnPlayerConnected(SeedNetworkRoomPlayer player)
    {
        Debug.Log(string.Format("Player {0} (id: {1}) has been created.", player.PlayerName, player.netId));

        foreach (SeedNetworkRoomPlayer p in roomPlayers)
        {
            p.UpdateLobbyPlayerList();
        }
    }
    private void OnCreatePlayer(NetworkConnection conn, CreatePlayerMessage createPlayerMessage)
    {
        GameObject            go     = Instantiate(playerPrefab);
        SeedNetworkRoomPlayer player = go.GetComponent <SeedNetworkRoomPlayer>();

        player.PlayerName = createPlayerMessage.name;

        NetworkServer.AddPlayerForConnection(conn, go);

        OnPlayerConnected(player);
    }
    /// <summary>
    /// Called on clients when disconnected from a server.
    /// <para>This is called on the client when it disconnects from the server. Override this function to decide what happens when the client disconnects.</para>
    /// </summary>
    /// <param name="conn">Connection to the server.</param>
    public override void OnClientDisconnect(NetworkConnection conn)
    {
        if (conn.identity != null)
        {
            SeedNetworkRoomPlayer player = conn.identity.GetComponent <SeedNetworkRoomPlayer>();

            if (player != null)
            {
                player.MainMenu.LeaveLobby();
            }
        }
        base.OnClientDisconnect(conn);
    }
    /// <summary>
    /// Called on the server when a client disconnects.
    /// <para>This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.</para>
    /// </summary>
    /// <param name="conn">Connection from client.</param>
    public override void OnServerDisconnect(NetworkConnection conn)
    {
        if (conn.identity != null)
        {
            SeedNetworkRoomPlayer player = conn.identity.GetComponent <SeedNetworkRoomPlayer>();

            if (player != null)
            {
                roomPlayers.Remove(player);
            }
        }

        foreach (SeedNetworkRoomPlayer p in roomPlayers)
        {
            p.UpdateLobbyPlayerList();
        }

        base.OnServerDisconnect(conn);
    }