コード例 #1
0
    public override void OnClientConnect(NetworkConnection conn)
    {
        if (!clientLoadedScene)
        {
            // Ready/AddPlayer is usually triggered by a scene load completing. if no scene was loaded, then Ready/AddPlayer it here instead.
            ClientScene.Ready(conn);
            //  if (m_AutoCreatePlayer)
            // {
            ClientScene.AddPlayer(0);
            // }
        }

        string loadedSceneName = SceneManager.GetSceneAt(0).name;

        SceneManager.LoadScene(loadedSceneName);

        prizemastertoupdateui.CmdPreviousGamewinnerUiUpdate();
        // playerlistui.Cmdupdateui();

        if (loadedSceneName == "Lobby")
        {
            quicntrl.Lobby();
        }
        else
        {
            quicntrl.LocalDisableEnableAfterQue();
        }
    }
コード例 #2
0
ファイル: Lobby.cs プロジェクト: saszer/Unity-inDev_2_ethh
    void Awake()
    {
        GameObject startque;

        startque = GameObject.Find("Start : QueStart");
        QueUIControl quicntrl = startque.GetComponent <QueUIControl>();

        quicntrl.Lobby();

        ClientServerStartUIConnection clientsrvrui = startque.GetComponent <ClientServerStartUIConnection>();

        clientsrvrui.questarted = false;

        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.None;
    }