// Handles a player joining a room public void OnPlayerEnteredLobby(PUNNetworkPlayer player) { this.players.Add(player); // Refresh all UI elements UpdateLobbyUI(); }
// Handles a player joining a room public void OnPlayerEnteredLobby(PUNNetworkPlayer player) { this.players.Add(player); if (hostInLobby && !clientInLobby) { OnLobbyFull(); } UpdateLobbyUI(); }
// Handle a network player signalling ready public void OnNetworkReady() { Audio.PlayMenuSound(); // Hide "best of" selector arrows for local player LeftArrow.gameObject.SetActive(false); RightArrow.gameObject.SetActive(false); PUNNetworkPlayer.GetLocalPlayer().SetAsReady(); OnPlayerSignalReady(); }
// Called when a player joins a room as host OR client public override void OnJoinedRoom() { Globals.Menu.UpdateConnectionStatus(NetGameStatus.ENTERING); // Instantiate the player input prefab and enable it GameObject playerObject = PhotonNetwork.Instantiate("PunPlayer", Vector3.zero, Quaternion.identity, 0); thisPlayer = playerObject.GetComponent <PUNNetworkPlayer>(); thisPlayer.enabled = true; // Set the player as host or client if (this.playerIsHost) { thisPlayer.SetAsHost(); } // Signal to the lobby that a player has entered StartCoroutine(WaitAndShowLobby()); }