/// <summary> /// Call this func to display local player connected to the server /// the accepted name and returned color /// </summary> /// <param name="localName">Defined name</param> /// <param name="cutleryColor">Returned color</param> public void DisplayPlayerConnected(string localName, CutleryColor cutleryColor) { // call the func that will display this connection state // since the color is sented in a custom format, translate this to native color _connectionScreen.LocalClientConnected(localName, new Color(cutleryColor.R, cutleryColor.G, cutleryColor.B)); }
/// <summary> /// Call this func when the opponent player where reported to the client /// </summary> /// <param name="opName">Opponent name</param> /// <param name="cutleryColor">Opponent color</param> public void DisplayerConnectedOpponent(string opName, CutleryColor cutleryColor) { // call this func will display the opponet data // since the coloris sented in a custom format, translate this to native color _connectionScreen.OpponentClientConnected(opName, new Color(cutleryColor.R, cutleryColor.G, cutleryColor.B)); }
// func is called when a new player is spawned public void OnPlayerSpanw(Guid pId, string pName, int pNum, CutleryColor pColor, bool isLocal, ClientNetworkController clientNetwork) { // save on func vars the id, name and color of the spawned player _playerId = pId; _playerName = pName; _playerColor = new Color(pColor.R, pColor.G, pColor.B); _playerNumber = pNum; //the network manager defines if this player is the local player _isLocal = isLocal; // set the components to the info passed _playernameText.text = _playerName; _playerColorImage.color = _playerColor; // load reference for the player score if (_playerNumber == 1) { // if player is the number 1 player // find and save the reference to the score displayer _ScoreDisplayer = GameObject.Find("Player1 scoreText").GetComponent <Text>(); // find and save the reference to the score name displayer _scoreNameDisplayer = GameObject.Find("Player1ScoreName").GetComponent <Text>(); } // if is the player 2 else if (_playerNumber == 2) { Debug.Log("Player 2 setting goal box"); //if player is the number 2 player // find and save the reference to the score displayer _ScoreDisplayer = GameObject.Find("Player2 scoreText").GetComponent <Text>(); // find and save the reference to the score name displayer _scoreNameDisplayer = GameObject.Find("Player2ScoreName").GetComponent <Text>(); } // set the player name and score _ScoreDisplayer.text = "0"; _scoreNameDisplayer.text = _playerName; // if is not a local , all the positions are controlled from the server if (!_isLocal) { // remove the rigidbody and the boxColider Destroy(_playerRigidbody); Destroy(GetComponent <BoxCollider2D>()); // change the transparency of the nonLocal player _playerRenderer.color = new Color(_playerRenderer.color.r, _playerRenderer.color.g, _playerRenderer.color.b, 0.5f) * _playerColor; } else { //save the controller _clientNet = clientNetwork; // saving the old states _oldPosition = _playerTransform.position; // setting the jump state _lateJumpState = 0; // get the reference to the endGameScreenController _endScreenController = GameObject.Find("EndGameScreen").GetComponent <EndGameScreenController>(); } }