public void world_SpawnPlayerList(S2GC_PlayerList spawnList) { foreach (S2GC_PlayerList.PlayerSpawnData p in spawnList.Data) { if (p.PlayerID != Player_Self.PlayerID) { PlayerData_Other newPlayer = GameObject.Instantiate(playerOtherPrefab).GetComponent <PlayerData_Other>(); newPlayer.PlayerID = p.PlayerID; newPlayer.CharacterName = p.CharacterName; newPlayer.gameObject.name = p.CharacterName; newPlayer.gameObject.transform.position = p.Position.V3; newPlayer.gameObject.transform.rotation = Quaternion.Euler(p.Rotation.V3); newPlayer.Level = p.Level; newPlayer.Health = p.HP; newPlayer.maxHealth = p.MaxHP; newPlayer.Energy = p.Energy; newPlayer.maxEnergy = p.MaxEnergy; newPlayer.CharacterGender = p.CharacterGender; newPlayer.CharacterEyeShape = p.CharacterEyeShape; newPlayer.CharacterEyeType = p.CharacterEyeType; newPlayer.CharacterEyeColor = p.CharacterEyeColor.V4; newPlayer.CharacterFrontHair = p.CharacterFrontHair; newPlayer.CharacterBackHair = p.CharacterBackHair; newPlayer.CharacterHairColor = p.CharacterHairColor.V4; newPlayer.Init(e); e.getUI().ui_world_CreatePlayerNameplate(newPlayer); e.getUI().ui_chat_CreateMessage(ChatMSGType.System, "", p.CharacterName + " has joined."); PlayerList.Add(newPlayer); } } }
public void net_onFullClientList(NetworkMessage netmsg) { S2GC_PlayerList playerList = netmsg.ReadMessage <S2GC_PlayerList>(); e.getWorld().world_SpawnPlayerList(playerList); }