private void InstantiatePlayer() { GameObject player = Instantiate(playerPrefab, m_SpawnPoint.position, m_SpawnPoint.rotation); Mirror.NetworkServer.AddPlayerForConnection(m_ConnectionForPlayer, player); m_ConnectionForPlayer = null; m_ShouldInstantiatePlayer = false; }
public override void OnServerAddPlayer(Mirror.NetworkConnection conn) { if (!(Application.isBatchMode && conn.connectionId == 0)) { m_ConnectionForPlayer = conn; m_ShouldInstantiatePlayer = true; if (DoesSpawnExist()) { InstantiatePlayer(); } } }
public override void OnServerDisconnect(Mirror.NetworkConnection conn) { base.OnServerDisconnect(conn); m_ClientCount--; ServerRounds.Instance.DecrementPlayer(); }
public override void OnServerConnect(Mirror.NetworkConnection conn) { base.OnServerConnect(conn); m_ClientCount++; OnClientConnected?.Invoke(conn); }