Esempio n. 1
0
        private void RoomClient_OnJoinedRoom()
        {
            if (roomClient != null &&
                roomClient.Room != null &&
                roomClient.Room.UUID != roomUUID)
            {
                roomUUID = roomClient.Room.UUID;

                var spawner = NetworkSpawner.FindNetworkSpawner(networkScene);
                uiIndicator = spawner.SpawnPersistent(networkedIndicatorPrefab);
                var bindable = uiIndicator.GetComponent <IMainMenuBindable>();
                if (bindable != null)
                {
                    bindable.Bind(this);
                    if (enabled)
                    {
                        OnOpen.Invoke(this);
                    }
                    else
                    {
                        OnClose.Invoke(this);
                    }
                }
            }
        }
Esempio n. 2
0
        public void Use(Hand controller)
        {
            var firework = NetworkSpawner.SpawnPersistent(this, FireworkPrefab).GetComponents <MonoBehaviour>().Where(mb => mb is IFirework).FirstOrDefault() as IFirework;

            if (firework != null)
            {
                firework.Attach(controller);
            }
        }
Esempio n. 3
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        private void RoomClient_OnJoinedRoom(IRoom room)
        {
            if (roomClient && networkScene && roomClient.Room != null &&
                roomClient.Room.UUID != roomUUID)
            {
                roomUUID = roomClient.Room.UUID;

                var spawner   = NetworkSpawner.FindNetworkSpawner(networkScene);
                var indicator = spawner.SpawnPersistent(indicatorTemplate);
                var bindable  = indicator.GetComponent <ISocialMenuBindable>();
                if (bindable != null)
                {
                    bindable.Bind(socialMenu);
                }
            }
        }
Esempio n. 4
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 public void Spawn()
 {
     NetworkSpawner.Spawn(this, Prefab);
 }
Esempio n. 5
0
 public void SpawnBasketball()
 {
     NetworkSpawner.Spawn(this, Prefab);
 }