public void AddPlayer(BattlecarsPlayerNet _player) { if (!players.ContainsKey(_player.playerID)) { players.Add(_player.playerID, _player); } }
private IEnumerator AssignPlayerToLobbySlotDelayed(BattlecarsPlayerNet _player, bool _left, int _slotId) { Lobby lob = FindObjectOfType <Lobby>(); while (lob == null) { yield return(null); lob = FindObjectOfType <Lobby>(); } //Lobby successfully got, so assign the player lob.AssignPlayerToLobbySlot(_player, _left, _slotId); }
private IEnumerator AssignPlayerToLobbySlotDelayed(BattlecarsPlayerNet _player, bool _left, int _slotId) { // Keep trying to get the lobby until it's not null. Lobby lobby = FindObjectOfType <Lobby>(); while (lobby == null) { yield return(null); lobby = FindObjectOfType <Lobby>(); } // Lobby successfully got, so assign the player. lobby.AssignPlayerToLobbySlot(_player, _left, _slotId); }
protected void AssignPlayerId(GameObject _player) { byte id = 0; List <byte> playerIDs = players.Keys.OrderBy(x => x).ToList(); //List<byte> = players.Keys.byte(x => x).ToList(); foreach (byte key in playerIDs) { if (id == key) { id++; } } //Get the playernet componn==t from the gameobject and asssign its plkayed BattlecarsPlayerNet player = _player.GetComponent <BattlecarsPlayerNet>(); player.playerID = id; players.Add(id, player); }
protected void AssignPlayerId(GameObject _playerObj) { byte id = 0; // Generate a list that is sorted by key's value. List <byte> playerIDs = players.Keys.OrderBy(x => x).ToList(); // Loop through all keys in the previous list, and assign the id. foreach (byte key in playerIDs) { if (id == key) { id++; } } // Get the playerNet component from the gameObject and assign it's playerId. BattlecarsPlayerNet player = _playerObj.GetComponent <BattlecarsPlayerNet>(); player.playerId = id; players.Add(id, player); }
protected void AssignPlayerId(GameObject _playerObj) { byte id = 0; //List<string> playerUsernames = players.Values.Select(x => x.username).ToList(); // Generate a list that is sorted by the keys value List <byte> playerIds = players.Keys.OrderBy(x => x).ToList(); // Loop through all keys (playerID's) in the player dictionary foreach (byte key in playerIds) { // If the temp id matches this key, increment the id value if (id == key) { id++; } } // Get the playernet component from the gameobject and assign it's playerid BattlecarsPlayerNet player = _playerObj.GetComponent <BattlecarsPlayerNet>(); player.playerId = id; players.Add(id, player); }
protected void AssignPlayerID(GameObject _playerObj) { //Find available ID in the players dictionary = loop through all keys (playerId) and increment byte id = 0; //Taken all the keys and sorted them in a sequential list. (System.Linq) //Use sparingly because although powerful, is slow List <byte> playerIds = players.Keys.OrderBy(x => x).ToList(); foreach (byte key in playerIds) { if (id == key) { id++; } } //Get the playernet component from the go and assign id BattlecarsPlayerNet player = _playerObj.GetComponent <BattlecarsPlayerNet>(); player.playerId = id; players.Add(id, player); //add to dictionary }