// Start is called before the first frame update void Start() { teamSystem = FindObjectOfType <TeamSystem>(); //when each button is pressed, change our team to that button's team and destroy this object Buttons[0].onClick.AddListener(delegate { teamSystem.ChangeTeam(Teams[0]); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; Destroy(gameObject); }); //when each button is pressed, change our team to that button's team and destroy this object Buttons[1].onClick.AddListener(delegate { teamSystem.ChangeTeam(Teams[1]); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; Destroy(gameObject); }); }
// Start is called before the first frame update void Start() { teamSystem = FindObjectOfType <TeamSystem>(); //iterate through all of the buttons for (int i = 0; i < Buttons.Length; i++) { //when each button is pressed, change our team to that button's team and destroy this object Buttons[i].onPress += () => { teamSystem.ChangeTeam((TeamSystem.Team)i); Destroy(gameObject); }; } }
public void PlayerSetup(int _clientID, TeamSystem.Team _team, string _name) { client = FindObjectOfType <MultiClient>(); ClientID = _clientID; team = _team; PlayerName = _name; nameText.text = PlayerName; LocalOwned = ClientID == client._ClientID; TeamSystem teamSystem = FindObjectOfType <TeamSystem>(); if (teamSystem) { teamSystem.ChangeTeam(_team); } #if UNITY_EDITOR Debug.Log(String.Format("Player {0} Spawned in {1}", ClientID, UnityEngine.SceneManagement.SceneManager.GetActiveScene().name)); #endif }