bool netPlateActive = false; //movingPlate是否存在,netMovingPlate根据plateActive来决定是否更改位置 #endregion #region MonoBehaviour Callbacks private void Awake() { logic = FindObjectOfType <NetGameLogic>(); photonView = GetComponent <PhotonView>(); storedPosition = logic.TopPlate.transform.position; networkPosition = Vector3.zero; }
private void Start() { _effectManager = new EffectManage(); PhotonPeer.RegisterType(typeof(NetData), (byte)'M', SerializeMoveDir, DeserializeMoveDir); Logic = GetComponent <NetGameLogic>(); Global.Instance.MyData.Ready = true; Global.Instance.FindData(Global.Instance.MyData).Ready = true; PhotonNetwork.Instantiate("NetTransform", Vector3.zero, Quaternion.identity); if (PhotonNetwork.IsMasterClient) { photonView.StartCoroutine(WaitForOtherPlayersStart()); } }