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); }