IEnumerator AddPlayerDelayed(INetworkPlayer player) { yield return(new WaitForSeconds(.5f)); ServerObjectManager.NetworkSceneManager.ServerLoadSceneAdditively(gameScene, Server.Players); PlayerScore playerScore = player.Identity.GetComponent <PlayerScore>(); playerScore.playerNumber = playerId; playerScore.scoreIndex = playerId / subScenes.Count; playerScore.matchIndex = playerId % subScenes.Count; if (subScenes.Count > 0) { UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(player.Identity.gameObject, subScenes[playerId % subScenes.Count]); } playerId++; }
IEnumerator AddPlayerDelayed(INetworkConnection conn) { yield return(new WaitForSeconds(.5f)); conn.Send(new SceneMessage { scenePath = gameScene, sceneOperation = SceneOperation.LoadAdditive }); PlayerScore playerScore = conn.Identity.GetComponent <PlayerScore>(); playerScore.playerNumber = playerId; playerScore.scoreIndex = playerId / subScenes.Count; playerScore.matchIndex = playerId % subScenes.Count; if (subScenes.Count > 0) { UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(conn.Identity.gameObject, subScenes[playerId % subScenes.Count]); } playerId++; }