Esempio n. 1
0
        /* On Clients */
        private void On_NETWORK_PlayerJoined(BEHandle <EPlayerID, EControllerID> handle)
        {
            if (ARE_NOT_EQUAL(localNetworkID, handle.InvokingNetworkID) &&
                ARE_NOT_EQUAL(localNetworkID, ENetworkID.HOST) &&
                InputManager.Instance.IsControllerConnected(handle.Arg2) == false)
            {
                // Connect Controller
                InputManager.Instance.ConnectController(handle.Arg2);

                // Update Party Map
                if (IS_KEY_NOT_CONTAINED(partyMap, handle.Arg2))
                {
                    partyMap.Add(handle.Arg2, handle.Arg1);
                }

                // Join Player
                IS_TRUE(PlayerManager.Instance.JoinPlayer(handle.Arg1, handle.Arg2));

                // Spawn Player
                ENetworkID        networkID = BUtils.GetNetworkIDFrom(handle.Arg2);
                AbstractNetPlayer newPlayer = (AbstractNetPlayer)PlayerManager.Instance.SpawnPlayer(handle.Arg1);
                if (IS_NOT_NULL(newPlayer) &&
                    IS_NOT_NONE(networkID))
                {
                    newPlayer.SetOwner(networkID);
                }
            }
        }
Esempio n. 2
0
        private IEnumerator JoinConnectedPlayerCoroutine(BEHandle <ENetworkID> handle, EControllerID newControllerID)
        {
            // Wait a delay
            yield return(new WaitForSeconds(1.0f));

            // Connect Controller
            InputManager.Instance.ConnectController(newControllerID);

            // Join Player
            EPlayerID newPlayerID = PlayerManager.Instance.JoinPlayer(newControllerID); // TODO : Move to OnButtonPressed

            if (IS_NOT_NONE(newPlayerID))
            {
                // Spawn Player
                AbstractNetPlayer newPlayer = (AbstractNetPlayer)PlayerManager.Instance.SpawnPlayer(newPlayerID);
                if (IS_NOT_NULL(newPlayer))
                {
                    newPlayer.SetOwner(handle.Arg1);
                }

                // Update map
                partyMap.Add(newControllerID, newPlayerID);

                // Replicate all connected net controllers to all other clients (Refresh)
                foreach (ENetworkID networkIDitr in BEventManager.Instance.GetConnectedNetworkIDs())
                {
                    if (networkIDitr != localNetworkID) // != Host
                    {
                        foreach (KeyValuePair <EControllerID, EPlayerID> pair in partyMap)
                        {
                            BEventsCollection.NETWORK_PlayerJoined.Invoke(new BEHandle <EPlayerID, EControllerID>(pair.Value, pair.Key), BEventReplicationType.TO_TARGET, true, networkIDitr);
                        }
                    }
                }
            }
        }