Esempio n. 1
0
 public void ResetRoundTime()
 {
     GetRoundTime   = RoundTime;
     waitForRestart = false;
     counting       = true;
     restartTime    = 10f;
     UpdateRoundTimeMessage.Send(GetRoundTime);
 }
Esempio n. 2
0
 public void ResetRoundTime()
 {
     stationTime    = DateTime.Today.AddHours(12);
     waitForRestart = false;
     counting       = true;
     restartTime    = 10f;
     UpdateRoundTimeMessage.Send(stationTime.ToString("O"));
 }
    public static UpdateRoundTimeMessage Send(float time)
    {
        UpdateRoundTimeMessage msg = new UpdateRoundTimeMessage
        {
            Time = time
        };

        msg.SendToAll();
        return(msg);
    }
    //called on server side when player is being added, this is the main entry point for a client connecting to this server
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        if (isHeadless || GameData.Instance.testServer)
        {
            if (conn == NetworkServer.localConnection)
            {
                Logger.Log("Prevented headless server from spawning a player", Category.Server);
                return;
            }
        }

        Logger.LogFormat("Client connecting to server {0}", Category.Connections, conn);
        base.OnServerAddPlayer(conn);
        UpdateRoundTimeMessage.Send(GameManager.Instance.stationTime.ToString("O"));
    }
Esempio n. 5
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    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        //This spawns the player prefab
        if (GameData.IsHeadlessServer || GameData.Instance.testServer)
        {
            //this is a headless server || testing headless (it removes the server player for localClient)
            if (conn.address != "localClient")
            {
                StartCoroutine(WaitToSpawnPlayer(conn, playerControllerId));
            }
        }
        else
        {
            //This is a host server (keep the server player as it is for the host player)
            StartCoroutine(WaitToSpawnPlayer(conn, playerControllerId));
        }

        if (_isServer)
        {
            //Tell them what the current round time is
            UpdateRoundTimeMessage.Send(GameManager.Instance.GetRoundTime);
        }
    }
Esempio n. 6
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    IEnumerator NotifyClientsRoundTime()
    {
        yield return(WaitFor.EndOfFrame);

        UpdateRoundTimeMessage.Send(stationTime.ToString("O"));
    }