void OnSceneManagerEvent_SceneChanged(Scene s1, Scene s2)
        {
            string msg = "OnSceneChanged";
            var    arg = new SceneChangedInfo(s1, s2);

            //	this.gameObject.BroadcastMessageNoExceptions (msg, arg);

            Utilities.Utilities.SendMessageToAllMonoBehaviours(msg, arg);
        }
 private void OnSceneChanged(SceneChangedInfo info)
 {
     if (TeamManager.FFA)
     {
         if (this.spawnPlayerWhenSceneChanges)
         {
             PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ());
         }
     }
 }
Esempio n. 3
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        void OnSceneChanged(SceneChangedInfo info)
        {
            if (!NetworkStatus.IsServer())
            {
                return;
            }

            if (this.resetTeamOnSceneChange)
            {
                m_team                        = "";
                m_isSpectator                 = true;
                m_shouldChooseTeam            = false;
                m_shouldSendChooseTeamMessage = false;

                this.OfferPlayerToChooseTeam();
            }
        }
Esempio n. 4
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        void OnSceneChanged(SceneChangedInfo info)
        {
            if (!this.isServer)
            {
                return;
            }

            //	this.health = 100 ;

//			if ( this.IsLoggedIn() ) {
//
//				if (this.IsBot ()) {
//					this.status = PlayerStatus.ShouldBeSpawnedInNextRound;
//				} else {
//					this.status = PlayerStatus.WaitingToChooseTeam;
//				}
//			}
        }
Esempio n. 5
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 void OnSceneChanged(SceneChangedInfo info)
 {
     m_playersMarkedForSpawning.Clear();
 }
Esempio n. 6
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 private void    OnSceneChanged(SceneChangedInfo info)
 {
     isLoadingScene = false;
 }
 void OnSceneChanged(SceneChangedInfo info)
 {
     PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ());
 }