void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { //Disable player graphics for local player SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); //Create PlayerUI playerUIInstance = Instantiate(playerUIprefab); playerUIInstance.name = playerUIprefab.name; //Config PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.Log("No playerUI component"); } ui.SetPlayer(GetComponent <PlayerManager>()); //enable all the components y camara on y todo GetComponent <PlayerManager>().SetupPlayer(); } }
// Start is called before the first frame update void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { sceneCamera = Camera.main; if (sceneCamera) { sceneCamera.gameObject.SetActive(false); } //create playerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //configure player UI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (!ui) { Debug.LogError("No playerUI component on PlayerUI prefab"); } ui.SetController(GetComponent <PlayerController>()); ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().Setup(); } }
private void Start() { if (!isLocalPlayer) { DisableComponent(); AssignRemotePlayer(); } else { sceneCamera = Camera.main; //if (sceneCamera != null) //{ // sceneCamera.gameObject.SetActive(false); // Debug.Log("found dup"); //} playerUIInstance = Instantiate(playerUIprefab); playerUIInstance.name = playerUIprefab.name; PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); } }
void Start() { if (!isLocalPlayer) { DisableComponent(); AssignRemoteLayer(); } else { SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDraw)); playerUIInstance = (GameObject)Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.Log("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.isLoggedIn) { _username = UserAccountManager.playerUsername; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); } //RegisterPlayer(); }
private void Start() { //выключаем компоненты на других игроках, //которые мы можем использовать if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { //выключаем графику для локального персонажа SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); //Создаем интерфейс playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //Настраиваем интерфейс PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui != null) { ui.SetPlayer(GetComponent <Player>()); } GetComponent <Player>().SetupPlayer(); } }
void Start() { // deaktiviert unnötige Komponenten des nicht lokalen Spielers if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } // wenn lokaler Player erzeugt wurde, dann deaktiviere die sceneCamera else { //Cursor-Lock (Cursor unsichtbar machen) Cursor.lockState = CursorLockMode.Locked; sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } // PlayerUI erstellen playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // PlayerUI konfigurieren PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("Keine PlayerUI Komponente auf dem PlayerUI Prefab."); } ui.SetPlayer(GetComponent <Player> ()); } GetComponent <Player>().Setup(); }
void Start() { menuItems = new List <GameObject>(); int i = 0; foreach (GameObject character in characters) { GameObject menuItem = Instantiate(menuClassItem, uiParent); PlayerUI uiPlayer = menuItem.GetComponent <PlayerUI>(); if (uiPlayer != null) { uiPlayer.SetPlayer(character.name, clr); } menuItems.Add(menuItem); } last.onClick.AddListener(LastItem); next.onClick.AddListener(NextItem); index = 0; GoToCharacter(); Button confirm = btnConfirm.GetComponent <Button>(); confirm.onClick.AddListener(delegate { ChooseCharacter(); }); Button cancel = btnCancel.GetComponent <Button>(); cancel.onClick.AddListener(CancelCharacter); ChosenCharacter = false; }
void Start() { if (!isLocalPlayer) { for (int i = 0; i < componentsToDisable.Length; i++) { componentsToDisable[i].enabled = false; } AssignRemoteLayer(); } else { //Disable player graphics for localplayer SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); sceneCamera = GameObject.Find("Scene Camera"); if (sceneCamera != null) { sceneCamera.SetActive(false); } //Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No playerui component on playerui prefab"); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); } }
void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { //Disable player graphics for local player Utility.SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); //create PlayerUI for local player playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("no player ui component on playerui prefab"); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); } }
void Start() { if (!isLocalPlayer) { for (int i = 0; i < componentsToDisable.Length; i++) { componentsToDisable[i].enabled = false; } } else { sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); playerUIInstance = Instantiate(playerUIPrefab); PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); ui.SetPlayer(GetComponent <Player>()); } }
void Start() { // Disable components that should only be // active on the player that we control if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { // Disable player graphics for local player SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); } }
void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } playerUIInstance = Instantiate(playerUIPrefab, transform); playerUIInstance.name = gameObject.name + "UI"; playerInventoryInstance = Instantiate(playerInventoryPrefab, transform); playerInventoryInstance.name = gameObject.name + "Inventory"; //Configure player UIU PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No Player UI!!!"); } ui.SetPlayer(GetComponent <PlayerManager>()); } GetComponent <PlayerManager>().Setup(); }
void Start() { if (!isLocalPlayer) // if not the local palyer { DisableComponents(); AssignRemoteLayer(); } else //if local player { //disable graphics for local palyer SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); //create player UI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //configure player UI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI Prefab"); } ui.SetControllerType(1); ui.SetPlayer(GetComponent <Player>()); //this part was moved here to fix the bug GetComponent <Player>().Setup(); } }
private void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { //Disable local player graphics on cam SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); //CreationUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No UI Component found"); } else { ui.SetPlayer(GetComponent <Player>()); } GetComponent <Player>().SetupPlayer(); } }
void Start() { if (!isLocalPlayer) { //remoteplayer Disablecomponents(); Assignlayer(); } else { //localplayer // Disable player graphics for local player SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); CmdSetUsername(transform.name, GameManager.playerName); } }
void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); // Disable player graphics for remote player Util.SetLayerRecursively(_remoteGraphics, LayerMask.NameToLayer(_dontDrawLayerName)); } else { // Disable player graphics for local player Util.SetLayerRecursively(_playerGraphics, LayerMask.NameToLayer(_dontDrawLayerName)); // Create player ui playerUIInstance = Instantiate(_playerUIPrefab); playerUIInstance.name = _playerUIPrefab.name; // Configure player ui PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab"); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); } }
private void OnEnable() { // create PlayerUI if (playerUIInstance == null) { playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; } // enable PlayerUI else { playerUIInstance.SetActive(true); } // configure PlayerUI PlayerUI playerUI = playerUIInstance.GetComponent <PlayerUI>(); if (playerUI == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } playerUI.SetPlayer(GetComponent <Entity>()); // hide and lock cursor Cursor.visible = false; Cursor.lockState = CursorLockMode.Confined; }
void Start() { if (!isLocalPlayer) { DisableComonents(); AssignRemotePlayer(); } else { sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } playerUIInstance = Instantiate(playerUIPreafb); playerUIInstance.name = playerUIPreafb.name; PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No ui for playerui prefab"); } ui.SetPlayer(GetComponent <Player>()); } GetComponent <Player>().Setup(); }
void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } Player player = GetComponent <Player>(); player.CmdUpdateUsername(((InputField)sceneCamera.gameObject.GetComponentInChildren(typeof(InputField))).text); ui.SetPlayer(player); } GetComponent <Player>().Setup(); }
private void SpawnPlayers() { for (int i = 0; i < this.players.Length; ++i) { this.players[i] = Instantiate(this.playerPrefab, this.transform); PlayerUI playerUI = Instantiate(this.playerUIPrefab, this.uiParent); playerUI.SetPlayer(this.players[i]); this.players[i].playerNumber = i; } this.RespawnPlayers(); }
void Start() { //Disable components that should only be active on the player that we control if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); /* for (int i = 0; i < componentsToDisable.Length; i++){ * componentsToDisable[i].enabled = false; * }*/ } else { //we are the local palyer, disable the scence camera //sceneCamera = Camera.main; //if (sceneCamera != null) //{ // sceneCamera.gameObject.SetActive(false); //} // Disable player graphics for local player // SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(DonotDrawName)); //Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab"); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.playerUsername; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); } }
private void Start() { anim = GetComponent <Animator>(); motor = GetComponent <PlayerMotor>(); joint = GetComponent <ConfigurableJoint>(); SetJointSettings(jointSpring); if (!isLocalPlayer) { //disable les components des autres joueur pour pas controler les autres joueurs) gameObject.layer = LayerMask.NameToLayer(remoteLayerName); for (int i = 0; i < ComponenetToDiseable.Length; i++) { ComponenetToDiseable[i].enabled = false; } } else { //on désactive le layer de l'armure pour le joueur local Util.SetLayerRecursiv(playerGraphics, LayerMask.NameToLayer(layer)); //créer l'UI (crossair) playerUIInstance = Instantiate(playerUIPrefab); //configuration de l'UI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.Log("pas de PlayerUI"); } else { ui.SetPlayer(GetComponent <Player>()); } GetComponent <Player>().SetUp(); string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.LoggedIn_Username; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); } }
//Camera sceneCamera; void Start() { //If we don't control the player, disable these components if (!isLocalPlayer) { DisableComponenets(); AssignRemoteLayer(); } else { //Commented to add death cam // sceneCamera = Camera.main; // if (sceneCamera != null) // { // sceneCamera.gameObject.SetActive(false); // } // Disable Local Player Graphics SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Create Player UI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; //Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI> (); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.LoggedIn_Username; } else { _username = transform.name; } CmdSetUserName(transform.name, _username); } }
/* * Checks is we are the local player * if we are not the local player we diable components * components: controller, motor, camera and audiolistener * Obviously the player is always local to themselves, so this is to avoid a player * from controlling multiple players with ASWD or mouse * * if we are the local player, we set the scene camera to inactive. * because we only want to deactive the scene camera for the local player once. * * Calls Setup on Player script. */ private void Start() { var player = GetComponent <Player>(); var playerNetId = player.PlayerName + "-" + GetComponent <NetworkBehaviour>().netId.ToString(); Debug.Log("Player name : " + player.PlayerName); Debug.Log("PlayerSetup: Start(): Player: " + this.name + " NetId: " + playerNetId); GameManager.RegisterPlayer(playerNetId, player); if (!isLocalPlayer) { Debug.Log("NOT LOCAL PLAYER"); DisableComponents(); AssignRemoteLayer(); } else { Debug.Log("IS LOCAL PLAYER"); GameManager.SetLocalPlayerReference(player); //Disable model of player in PoV camera. only done once SetLayerRecursively(_graphics, LayerMask.NameToLayer(DontDrawLayer)); SetLayerRecursively(_namePlatesAndSpeedBarCanvas, LayerMask.NameToLayer(DontDrawLayer)); //create player UI, like crosshair for example. _playerUiInstance = Instantiate(_playerUiPrefab); _playerUiInstance.name = transform.name + "GUI"; //Link the ui to the player PlayerUI ui = _playerUiInstance.GetComponent <PlayerUI>(); ui.SetPlayer(GetComponent <Player>()); GetComponent <PlayerGUI>().HitMarker = _playerUiInstance.GetComponent <Images>().HitMarker; } if (GetComponent <NetworkIdentity>().isServer) { Debug.Log("PlayerSetup: Start(): Player is HOST."); } else { Debug.Log("PlayerSetup: Start(): Player is CLIENT."); } _head.transform.name = player.name; GetComponent <Player>().SetupPlayer(); }
void Start() { // Disable components that should only be // active on the player that we control if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { // Disable player graphics for local player SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.LoggedIn_Username; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); CmdSetColor(transform.name, UserAccountManager.LoggedIn_color); } // Debug.Log(GetComponent<NetworkIdentity>().netId.ToString()+" "+colorHolder.playerColor+" "+isLocalPlayer); }
void SetupClientOnlyObjects() { Player player = GetComponent <Player>(); // Create Player UI GameObject playerUIObject = Instantiate(playerUIPrefab); playerUIObject.name = playerUIPrefab.name; playerUIInstance = playerUIObject.GetComponent <PlayerUI>(); playerUIInstance.SetPlayer(player); // Create Terrain Generator GameObject terrainObject = Instantiate(terrainGeneratorPrefab); TerrainGenerator terrainGenerator = terrainObject.GetComponent <TerrainGenerator>(); terrainGenerator.viewer = gameObject.transform; terrainGenerator.SetPlayer(player); terrainGenerator.enabled = true; }
private void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { // Désactiver la partie graphique du joueur local SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Création du UI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configuration du UI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("Problème detecté : Pas de component PlayerUI sur playerUIinstance."); } else { ui.SetPlayer(GetComponent <Player>()); } GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.LoggedIn_Username; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); } }
private void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer();//the player on other machines or ur opponents } else { GameManager.instance.SetSceneCamera(false); SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(DontDrawLayerName)); //setting up crosshair playerGUIInstance = Instantiate(playerGUIPrefab); playerGUIInstance.name = playerGUIPrefab.name; PlayerUI ui = playerGUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI script found on player UI prefab"); } ui.SetPlayer(GetComponent <Player>()); GetComponent <Player>().SetupPlayer();//calling setup function } string _username = "******"; if (UserAccountManager.IsLoggedIn) { _username = UserAccountManager.PlayerUsername; } else { _username = transform.name; } CmdSetUSername(transform.name, _username); }
// Use this for initialization void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemoteLayer(); } else { // Disable player graphics for local player SetLayerRecursively(playerGraphics, LayerMask.NameToLayer(dontDrawLayerName)); // Create PlayerUI playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; // Configure PlayerUI PlayerUI ui = playerUIInstance.GetComponent <PlayerUI>(); if (ui == null) { Debug.LogError("No PlayerUI component on PlayerUI prefab."); } ui.SetPlayer(GetComponent <Player> ()); //ui.SetController (GetComponent<PlayerController>()); GetComponent <Player>().SetupPlayer(); string _username = "******"; if (UserAccountManager.isLoggedIn) { _username = UserAccountManager.loggedInUsername; } else { _username = transform.name; } CmdSetUsername(transform.name, _username); } }
private void Start() { if (!isLocalPlayer) { DisableComponents(); AssignRemotePlayer(); } else { SetLayerRecursively(physicGraphics, LayerMask.NameToLayer(DontDrawLayerName)); playerUIInstance = Instantiate(playerUIPrefab); playerUIInstance.name = playerUIPrefab.name; PlayerUI playerUI = playerUIInstance.GetComponent <PlayerUI>(); playerUI.SetPlayerController(GetComponent <PlayerController>()); playerUI.SetPlayer(GetComponent <Player>()); GetComponent <Player>().Setup(); } }