public void SendReadyToBeginMessage() { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); } NetworkLobbyManager singleton = NetworkManager.singleton as NetworkLobbyManager; if (singleton != null) { LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage { slotId = (byte) base.playerControllerId, readyState = true }; singleton.client.Send(0x2b, msg); } }
private void OnServerReadyToBeginMessage(NetworkMessage netMsg) { PlayerController controller; if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage<LobbyReadyToBeginMessage>(s_ReadyToBeginMessage); if (!netMsg.conn.GetPlayerController(s_ReadyToBeginMessage.slotId, out controller)) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId); } } else { NetworkLobbyPlayer component = controller.gameObject.GetComponent<NetworkLobbyPlayer>(); component.readyToBegin = s_ReadyToBeginMessage.readyState; LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage { slotId = component.slot, readyState = s_ReadyToBeginMessage.readyState }; NetworkServer.SendToReady(null, 0x2b, msg); this.CheckReadyToBegin(); } }