public override void OnServerAddPlayer(NetworkConnection conn) { base.OnServerAddPlayer(conn); RTSPlayer player = conn.identity.GetComponent <RTSPlayer>(); players.Add(player); player.SetDisplayName($"Player {players.Count}"); player.SetTeamColour(UnityEngine.Random.ColorHSV(0f, 1f, 0.8f, 1f, 0.8f, 1f)); player.SetPartyOwner(players.Count == 1); }
public override void OnServerAddPlayer(NetworkConnection conn) { base.OnServerAddPlayer(conn); RTSPlayer player = conn.identity.GetComponent <RTSPlayer>(); Players.Add(player); player.SetDisplayName($"Player {Players.Count}"); player.SetTeamColour(new Color( UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f) )); player.SetPartyOwner(Players.Count == 1); // only set to party owner, if there is only one player }
public override void OnServerAddPlayer(NetworkConnection conn) { base.OnServerAddPlayer(conn); RTSPlayer player = conn.identity.GetComponent <RTSPlayer>(); Players.Add(player); player.SetDisplayName($"Player {Players.Count}"); player.SetTeamColor(new Color( UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value)); // sets party owner to player connected first (host) player.SetPartyOwner(Players.Count == 1); }
public override void OnServerAddPlayer(NetworkConnection conn) { //Performs all base logic of the overrided class base.OnServerAddPlayer(conn); RTSPlayer player = conn.identity.GetComponent <RTSPlayer>(); Players.Add(player); player.SetDisplayName($"Player{Players.Count}"); player = conn.identity.GetComponent <RTSPlayer>(); player.SetTeamColor(new Color( UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f) )); player.SetPartyOwner(Players.Count == 1); }