// 레드팀(1팀) 조인 public void RedTeamJoin(PhotonPlayer photonPlayer) { //플레이어가 이미 들어왔는데, 프리팹이 다시 생성되는걸 방지 PlayerLeftRoom(photonPlayer); //플레이어 프리팹 생성, 리스트에 추가 CurrentPlayerListPrefab = Instantiate(playerListingPrefab); PlayerListing playerListing = CurrentPlayerListPrefab.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); playerListing.PhotonPlayer = photonPlayer; playerListings.Add(playerListing); // 플레이어 프리팹이 들어갈 자리의 자식들을 꺼버림 (선빼고) foreach (Transform tr in Team1ViewPort[Team1_playerCount].transform) { if (tr.name != "Line") { tr.gameObject.SetActive(false); } } // 프리펩 위치 설정 playerListing.transform.SetParent(Team1ViewPort[Team1_playerCount].transform, false); playerListing.transform.localPosition = Vector3.zero; // bool 변수 체크. 스크립트에 팀과 번호 기록 Team1_Check[Team1_playerCount] = true; playerListing.viewnum = Team1_playerCount; playerListing.Team = 'r'; // 팀인원수 증가 및 팀 설정 Team1_playerCount++; photonPlayer.SetTeam(PunTeams.Team.red); }
// 블루팀(2팀) 조인 public void BlueTeamJoin(PhotonPlayer photonPlayer) { //플레이어가 이미 들어왔는데, 프리팹이 다시 생성되는걸 방지 PlayerLeftRoom(photonPlayer); //플레이어 프리팹 생성, 리스트에 추가 CurrentPlayerListPrefab = Instantiate(playerListingPrefab); PlayerListing playerListing = CurrentPlayerListPrefab.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); playerListing.PhotonPlayer = photonPlayer; playerListings.Add(playerListing); foreach (Transform tr in Team2ViewPort[Team2_playerCount].transform) { if (tr.name != "Line") { tr.gameObject.SetActive(false); } } playerListing.transform.SetParent(Team2ViewPort[Team2_playerCount].transform, false); playerListing.transform.localPosition = Vector3.zero; Team2_Check[Team2_playerCount] = true; playerListing.viewnum = Team2_playerCount; playerListing.Team = 'b'; Team2_playerCount++; photonPlayer.SetTeam(PunTeams.Team.blue); }
// สร้างPrefab แสดงผลชื่อ ดึงผู้เล่นมาเก็บไว้ที่List รอการดำเนินการต่อไป private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } //PlayerLeftRoom(photonPlayer); // เรียกPrefabมาวางที่ Player(s) List Panel GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); // กำหนดชื่อที่แสดงตาม ชื่อที่ผู้เล่นคนนั้นได้ป้อนเข้าระบบ Photon PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); playerListing.photonView.viewID = PlayerListings.Count + 2; playerListing.ApplyPhotonPlayer(photonPlayer); // เพิ่มเข้า List เพื่อใช้ดำเนินการต่อไป PlayerListings.Add(playerListing); int playerIndex = PlayerListings.IndexOf(playerListing); print("playerJoinedRoomIndex : " + playerIndex); Authorzation(); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } if (!PhotonNetwork.isMasterClient) { BtnState.gameObject.SetActive(false); BtnStart.gameObject.SetActive(false); } PlayerLeftRoom(photonPlayer); GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) return; PlayerLeftRoom(photonPlayer); GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent<PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
void AddPlayer(Player newPlayer) { if (newPlayer == null) { return; } int index = m_playerListings.FindIndex(x => x.m_photonPlayer == newPlayer); if (index != -1) { return; } GameObject playerListingObj = Instantiate(m_playerListingPrefabs); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(newPlayer); m_playerListings.Add(playerListing); if (newPlayer.IsMasterClient) { playerListing.m_keyIcon.SetActive(true); } else { playerListing.m_keyIcon.SetActive(false); } if (PhotonNetwork.IsMasterClient) { if (newPlayer.IsMasterClient) { playerListing.m_kickButton.SetActive(false); } else { playerListing.m_kickButton.SetActive(true); playerListing.m_kickButton.GetComponent <Button>().onClick.AddListener(() => MainCanvasManager.m_instance.m_currentRoomCanvas.OnClickKickPlayer(playerListing)); } } else { playerListing.m_kickButton.SetActive(false); } }
void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } if (!photonPlayer.IsLocal) { AudioFW.Play("Joined"); } GameObject playerListingsObj = Instantiate(playerListingPrefab); playerListingsObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingsObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); playerListings.Add(playerListing); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } //same person joined room remove it PlayerLeftRoom(photonPlayer); GameObject playerListingOBJ = Instantiate(PlayerListingPrefab); playerListingOBJ.transform.SetParent(content.transform, false); PlayerListing playerListing = playerListingOBJ.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
internal void PlayerJoinedRoom(PhotonPlayer phoPlayer) { if (phoPlayer == null) { return; } PlayerLeftRoom(phoPlayer); GameObject playerListingObj = Instantiate(playerListingGameObject); playerListingObj.transform.SetParent(transform, false); PlayerListing playerlisting = playerListingObj.GetComponent <PlayerListing>(); playerlisting.ApplyPhotonPlayer(phoPlayer); playerListings.Add(playerlisting); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } PlayerLeftRoom(photonPlayer); // чтоб не дублировались пользователи в лобби GameObject PlayerListingObj = Instantiate(PlayerListingPrefab); PlayerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = PlayerListingObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
//place holder private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } PlayerLeftRoom(photonPlayer); //in case OnjoinedRoom message is sent when player is already in room, this prevents getting duplicates GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing> (); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
/// <summary> /// When a player joins the room /// </summary> /// <param name="photonPlayer"></param> private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) //If there is no player, should never happen but just incase { return; } PlayerLeftRoom(photonPlayer); GameObject playerListingObject = Instantiate(PlayerListingPrefab); //Instantaiting the prefab, player list that shows the player name playerListingObject.transform.SetParent(transform, false); //Sets the parent of the prefab to 'PlayerLayoutGroup' PlayerListing playerListing = playerListingObject.GetComponent <PlayerListing>(); //Gets the script component playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); //Add the script to each prefab in player listings }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) // I don't think this would ever happen but better be safe and secured :) { return; } PlayerLeftRoom(photonPlayer); GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); // This will set the text on the prefab as well. PlayerListings.Add(playerListing); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) //prevents duplicates { return; } PlayerLeftRoom(photonPlayer); GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); //get the playerlisting script from this gameobject //pass in the photon player playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
private void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer == null) { return; } //preventing whenever a player join room messages is sent when the player is already in the room. PlayerLeftRoom(photonPlayer); GameObject playerListingObj = Instantiate(PlayerListingPrefab); playerListingObj.transform.SetParent(transform, false); PlayerListing playerListing = playerListingObj.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(photonPlayer); PlayerListings.Add(playerListing); }
//当玩家进入这个房间时 public void PlayerJoinedRoom(PhotonPlayer player) { if (player == null) { return; } PlayerLeftRoom(player); //实例化名字条 GameObject playerListItem = NGUITools.AddChild(this.gameObject, PlayerListingPrefab); this.GetComponent <UIGrid>().AddChild(playerListItem.transform); //更新名字条内容 PlayerListing playerListing = playerListItem.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(player); //加入list PlayerList.Add(playerListing); }
// Called whenever a player has joined the room. Parameter player is the player that has joined the room. private void PlayerJoinedRoom(Player player) { if (player == null) { return; } // Remove the player from the list if the player is already in the room to avoid adding duplicate players // to the player layout group. PlayerLeftRoom(player); // Instantiate the player listing game object in the UI and set the parent equal to the player layout group. GameObject playerListingObject = Instantiate(PlayerListingPrefab); playerListingObject.transform.SetParent(transform, false); // Apply the player info to the player listing. PlayerListing playerListing = playerListingObject.GetComponent <PlayerListing>(); playerListing.ApplyPhotonPlayer(player); // Add the player listing to the list of player listings. PlayerListings.Add(playerListing); }