// Redundant? Possible. But I am not sure // Unity says this is the one to use, yet OnDestroy works and possibly works better? // Let's do both to be safe. void OnDestroy() { //print("Player was was destroyed"); if (playerButton != null) { Destroy(playerButton); } if (isLocalPlayer) { GUIManagerScript.SetInput(false); GUIManagerScript.SetButton(false); GUIManagerScript.SetRulesButton(false); GUIManagerScript.SetBackButton(false); GUIManagerScript.HideColorShow(); if (GUIManagerScript.countdownText != null) { GUIManagerScript.countdownText.enabled = false; } if (AudioManagerScript.instance != null) { AudioManagerScript.instance.StopSFX(); AudioManagerScript.instance.EndGameMusic(); AudioManagerScript.instance.StartMenuMusic(); } } // If this is a client player on the server then OnClientExitLobby will not be called. // Call it here instead. if (networkManager.IsHost() && networkManager.localPlayer != this) { OnClientExitLobby(); } }
public override void OnStartLocalPlayer() { gameObject.name = "LOCAL Player"; remotePScript.enabled = false; localPScript.enabled = true; CmdSetColor(); score = 0; scored_ThisRound = 0; scored_TimeBonus = 0; scored_FirstBonus = false; scored_WasGuessed = false; AudioManagerScript.instance.PlaySFX(AudioManagerScript.SFXClips.DanceTogether); GUIManagerScript.SetRulesButton(true); GUIManagerScript.SetInput(true); SetReady(false); if (isServer) { GUIManagerScript.versionText.text = "v" + versionNum + " Host"; } else { GUIManagerScript.versionText.text = "v" + versionNum + " Client"; } base.OnStartLocalPlayer(); }
public void RpcCountdown(bool l) { GUIManagerScript.SetEndGameScreen(false); if (l) { //playerParent.GetComponent<PlayerParentScript>().LockAndSpin(); AudioManagerScript.instance.PrepareGameMusic(); AudioManagerScript.instance.PlayCountdown(); GUIManagerScript.SetRulesButton(false); GUIManagerScript.SetInput(false); } else { //playerParent.GetComponent<PlayerParentScript>().Unlock(); Debug.Log("Countdown stopped!"); AudioManagerScript.instance.StopSFX(); AudioManagerScript.instance.StartMenuMusic(); GUIManagerScript.SetRulesButton(true); GUIManagerScript.SetInput(true); if (networkedPScript == null) { SetNPS(); } if (networkedPScript.nameText == ColorScript.GetColorName(networkedPScript.GetColor())) { networkedPScript.nameText = ""; GUIManagerScript.FillPlayerText(""); } } }