public void ResetRoundTime() { GetRoundTime = RoundTime; waitForRestart = false; counting = true; restartTime = 10f; UpdateRoundTimeMessage.Send(GetRoundTime); }
public void ResetRoundTime() { stationTime = DateTime.Today.AddHours(12); waitForRestart = false; counting = true; restartTime = 10f; UpdateRoundTimeMessage.Send(stationTime.ToString("O")); }
public static UpdateRoundTimeMessage Send(float time) { UpdateRoundTimeMessage msg = new UpdateRoundTimeMessage { Time = time }; msg.SendToAll(); return(msg); }
//called on server side when player is being added, this is the main entry point for a client connecting to this server public override void OnServerAddPlayer(NetworkConnection conn) { if (isHeadless || GameData.Instance.testServer) { if (conn == NetworkServer.localConnection) { Logger.Log("Prevented headless server from spawning a player", Category.Server); return; } } Logger.LogFormat("Client connecting to server {0}", Category.Connections, conn); base.OnServerAddPlayer(conn); UpdateRoundTimeMessage.Send(GameManager.Instance.stationTime.ToString("O")); }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { //This spawns the player prefab if (GameData.IsHeadlessServer || GameData.Instance.testServer) { //this is a headless server || testing headless (it removes the server player for localClient) if (conn.address != "localClient") { StartCoroutine(WaitToSpawnPlayer(conn, playerControllerId)); } } else { //This is a host server (keep the server player as it is for the host player) StartCoroutine(WaitToSpawnPlayer(conn, playerControllerId)); } if (_isServer) { //Tell them what the current round time is UpdateRoundTimeMessage.Send(GameManager.Instance.GetRoundTime); } }
IEnumerator NotifyClientsRoundTime() { yield return(WaitFor.EndOfFrame); UpdateRoundTimeMessage.Send(stationTime.ToString("O")); }