Esempio n. 1
0
        /// <summary>
        /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
        /// </summary>
        protected override void Awake()
        {
            // This test allows this component to be used in UNET scenes without breaking anything.
            if (MasterNetAdapter.NetLib != NetworkLibrary.PUN)
            {
                Debug.LogWarning("Not using Photon PUN. Destroying " + typeof(PUNSampleLauncher).Name + " on GameObject " + name);
                Destroy(this);

                return;
            }

            // Destroy any UNET stuff in the scene if we aren't running unet.
            if (MasterNetAdapter.NetLib != NetworkLibrary.UNET)
            {
                UnityEngine.Networking.NetworkManagerHUD nmh = GetComponent <UnityEngine.Networking.NetworkManagerHUD>();
                if (nmh)
                {
                    Destroy(nmh);
                }

                UnityEngine.Networking.NetworkManager nm = GetComponent <UnityEngine.Networking.NetworkManager>();
                if (nm)
                {
                    Destroy(nm);
                }
            }
            // we don't join the lobby. There is no need to join a lobby to get the list of rooms.
            MasterNetAdapter.PUN_AutoJoinLobby = false;

            // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
            MasterNetAdapter.PUN_AutomaticallySyncScene = true;
        }
Esempio n. 2
0
        public override void OnLobbyServerSceneLoadedForPlayer(UnityEngine.Networking.NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer)
        {
            LobbyPlayer cc     = lobbyPlayer.GetComponent <LobbyPlayer> ();
            Player      player = gamePlayer.GetComponent <Player> ();

            player.username  = cc.playerName;
            player.spectator = cc.spectator;

            player.teamColor       = cc.playerColor;
            player.clan            = cc.playerClan;
            player.techTree        = (TechTree)Instantiate(ResourceManager.GetTechTree(player.clan), transform.position, transform.rotation);
            player.techTree.player = player;


//			player.startMoney;
//			player.startWater;
//
//			player.startMoneyLimit = Control.moneyLimit;
//			player.startWaterLimit = Control.waterLimit;
//			player.populationLimit = Control.populationLimit;
        }