public void TransferToMatchScene() { if (PhotonNetwork.IsMasterClient == false) { Debug.LogError("A non-master tried to move directly to match - ignoring"); return; } else if (ArePlayersConnected() == false) { Debug.LogError("Tried to move to directly to match when not all characters are connected"); return; } else if (NetworkMatchSetup.HasAllMatchSetupInfo() == false) { Debug.LogError("MatchSetup is not filled out enough to start a match"); return; } if (SceneManager.GetActiveScene().name == "_MATCH") { Debug.Log("We're already in the _MATCH scene, so no need to transfer to it"); } else { Debug.Log(NetworkMatchSetup.MatchSetupToString()); Debug.Log("We as the master are moving us to the Match scene"); PhotonNetwork.LoadLevel("_MATCH"); } }
public IEnumerator SetupMatch() { while (NetworkMatchSetup.HasAllMatchSetupInfo() == false) { //Spin until we have all the match setup info that we need to start the match yield return(null); } while (NetworkMatchSender.Get() == null) { //Spin until the needed networking objects have been spawned and given a chance to initialize // - in particular, the NetworkMatchSender needs to be ready in case we need to immediately send inputs // as part of initializing the match (like for loading a log file) yield return(null); } Debug.Log("Starting match initializations since we have enough information"); ContRandomization.Get().InitGenerator(NetworkMatchSetup.GetRandomizationSeed()); Debug.Log("Finished initializing the randomizer"); InitPlayers(nPlayers); Debug.Log("Finished initializing players"); //Initialize characters InitAllChrs(); Debug.Log("After InitAllChrs"); //Assign local input controllers for each player AssignAllLocalInputControllers(); Debug.Log("After assigning local input controllers"); ContManaDistributer.Get().InitializeRandomReserves(); Debug.Log("After initializing mana reserves"); InitAllChrPositions(); Debug.Log("After initializing positions"); //ContPositions.Get().PrintAllPositions(); ContTurns.Get().InitializePriorities(); Debug.Log("After InitializePriorities"); //Check if the LogManager wants to load in any starting inputs LogManager.Get().LoadStartingInputs(); Debug.Log("After LoadStartingInputs"); LogManager.Get().InitMatchLog(); Debug.Log("Finished initializing the log file"); }