void StartNewPlayer(PlayerConnectMessageArgs e) { NetPlayerState netPlayerState = new NetPlayerState(e.netPlayer, e.data); string id = e.netPlayer.GetSessionId(); if (id.Length > 0) { // Check if there is a slot with this id for (int pndx = 0; pndx < m_playerState.Length; ++pndx) { PlayerState playerState = m_playerState[pndx]; if (playerState.id == id) { if (playerState.netPlayer == null) { StartActivePlayer(m_getGameObject(pndx), playerState, netPlayerState); return; } else { m_log.Error("Player with same ID joined but they're already playing???"); } } } } // Add player to list of all people connected AddWaitingPlayer(netPlayerState); StartWaitingPlayers(); }
void StartNewPlayer(object sender, PlayerConnectMessageArgs e) { ExampleSimpleGameSettings settings = ExampleSimpleGameSettings.settings(); Vector3 position = new Vector3(m_rand.Next(settings.areaWidth), 0, m_rand.Next(settings.areaHeight)); // Spawn a new player then add a script to it. GameObject gameObject = (GameObject)Instantiate(prefabToSpawnForPlayer, position, Quaternion.identity); // Add the ExampleSimplePlayer script to this object. Note: We could possible add this to the prefab. // Not sure which is best. ExampleSimplePlayer player = gameObject.AddComponent<ExampleSimplePlayer>(); player.Init(e.netPlayer); }
void StartNewPlayer(PlayerConnectMessageArgs e) { StartPlayer(e.netPlayer, e.data); }
void StartNewPlayer(object sender, PlayerConnectMessageArgs e) { StartPlayer(e.netPlayer, e.data); }
void StartNewPlayer(object sender, PlayerConnectMessageArgs e) { NetPlayerState netPlayerState = new NetPlayerState(e.netPlayer, e.data); string id = e.netPlayer.GetSessionId(); if (id.Length > 0) { // Check if there is a slot with this id for (int pndx = 0; pndx < m_playerState.Length; ++pndx) { PlayerState playerState = m_playerState[pndx]; if (playerState.id == id) { if (playerState.netPlayer == null) { StartActivePlayer(m_getGameObject(pndx), playerState, netPlayerState); return; } else { m_log.Error("Player with same ID joined but they're already playing???"); } } } } // Add player to list of all people connected AddWaitingPlayer(netPlayerState); StartWaitingPlayers(); }