private void OnValidate() { if (this.m_MaxPlayers <= 0) { this.m_MaxPlayers = 1; } if (this.m_MaxPlayersPerConnection <= 0) { this.m_MaxPlayersPerConnection = 1; } if (this.m_MaxPlayersPerConnection > this.maxPlayers) { this.m_MaxPlayersPerConnection = this.maxPlayers; } if (this.m_MinPlayers < 0) { this.m_MinPlayers = 0; } if (this.m_MinPlayers > this.m_MaxPlayers) { this.m_MinPlayers = this.m_MaxPlayers; } if ((Object)this.m_LobbyPlayerPrefab != (Object)null && (Object)this.m_LobbyPlayerPrefab.GetComponent <NetworkIdentity>() == (Object)null) { this.m_LobbyPlayerPrefab = (NetworkLobbyPlayer)null; Debug.LogWarning((object)"LobbyPlayer prefab must have a NetworkIdentity component."); } if (!((Object)this.m_GamePlayerPrefab != (Object)null) || !((Object)this.m_GamePlayerPrefab.GetComponent <NetworkIdentity>() == (Object)null)) { return; } this.m_GamePlayerPrefab = (GameObject)null; Debug.LogWarning((object)"GamePlayer prefab must have a NetworkIdentity component."); }
private void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); if (!netMsg.conn.GetPlayerController(s_ReadyToBeginMessage.slotId, out PlayerController playerController)) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId); } return; } NetworkLobbyPlayer component = playerController.gameObject.GetComponent <NetworkLobbyPlayer>(); component.readyToBegin = s_ReadyToBeginMessage.readyState; LobbyReadyToBeginMessage lobbyReadyToBeginMessage = new LobbyReadyToBeginMessage(); lobbyReadyToBeginMessage.slotId = component.slot; lobbyReadyToBeginMessage.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, 43, lobbyReadyToBeginMessage); CheckReadyToBegin(); }
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage(s_LobbyReadyToBeginMessage); if (s_LobbyReadyToBeginMessage.slotId >= lobbySlots.Count()) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + s_LobbyReadyToBeginMessage.slotId); } return; } NetworkLobbyPlayer networkLobbyPlayer = lobbySlots[s_LobbyReadyToBeginMessage.slotId]; if (networkLobbyPlayer == null || networkLobbyPlayer.gameObject == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + s_LobbyReadyToBeginMessage.slotId); } } else { networkLobbyPlayer.readyToBegin = s_LobbyReadyToBeginMessage.readyState; networkLobbyPlayer.OnClientReady(s_LobbyReadyToBeginMessage.readyState); } }
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_LobbyReadyToBeginMessage); if ((int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId >= this.lobbySlots.Count <NetworkLobbyPlayer>()) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId); } } else { NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[(int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId]; if (networkLobbyPlayer == null || networkLobbyPlayer.gameObject == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId); } } else { networkLobbyPlayer.readyToBegin = NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState; networkLobbyPlayer.OnClientReady(NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState); } } }
private void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log((object)"NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_ReadyToBeginMessage); PlayerController playerController; if (!netMsg.conn.GetPlayerController((short)NetworkLobbyManager.s_ReadyToBeginMessage.slotId, out playerController)) { if (!LogFilter.logError) { return; } Debug.LogError((object)("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + (object)NetworkLobbyManager.s_ReadyToBeginMessage.slotId)); } else { NetworkLobbyPlayer component = playerController.gameObject.GetComponent <NetworkLobbyPlayer>(); component.readyToBegin = NetworkLobbyManager.s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady((GameObject)null, (short)43, (MessageBase) new LobbyReadyToBeginMessage() { slotId = component.slot, readyState = NetworkLobbyManager.s_ReadyToBeginMessage.readyState }); this.CheckReadyToBegin(); } }
private void SceneLoadedForPlayer(NetworkConnection conn, GameObject lobbyPlayerGameObject) { NetworkLobbyPlayer component = lobbyPlayerGameObject.GetComponent <NetworkLobbyPlayer>(); if (component == null) { return; } string name = SceneManager.GetSceneAt(0).name; if (LogFilter.logDebug) { Debug.Log("NetworkLobby SceneLoadedForPlayer scene:" + name + " " + conn); } if (name == m_LobbyScene) { PendingPlayer item = default(PendingPlayer); item.conn = conn; item.lobbyPlayer = lobbyPlayerGameObject; m_PendingPlayers.Add(item); return; } short playerControllerId = lobbyPlayerGameObject.GetComponent <NetworkIdentity>().playerControllerId; GameObject gameObject = OnLobbyServerCreateGamePlayer(conn, playerControllerId); if (gameObject == null) { Transform startPosition = GetStartPosition(); gameObject = ((!(startPosition != null)) ? Object.Instantiate(gamePlayerPrefab, Vector3.zero, Quaternion.identity) : Object.Instantiate(gamePlayerPrefab, startPosition.position, startPosition.rotation)); } if (OnLobbyServerSceneLoadedForPlayer(lobbyPlayerGameObject, gameObject)) { NetworkServer.ReplacePlayerForConnection(conn, gameObject, playerControllerId); } }
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_LobbyReadyToBeginMessage); if ((int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId >= ((IEnumerable <NetworkLobbyPlayer>) this.lobbySlots).Count <NetworkLobbyPlayer>()) { if (!LogFilter.logError) { return; } Debug.LogError((object)("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + (object)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId)); } else { NetworkLobbyPlayer lobbySlot = this.lobbySlots[(int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId]; if ((Object)lobbySlot == (Object)null || (Object)lobbySlot.gameObject == (Object)null) { if (!LogFilter.logError) { return; } Debug.LogError((object)("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + (object)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId)); } else { lobbySlot.readyToBegin = NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState; lobbySlot.OnClientReady(NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState); } } }
private void OnValidate() { if (this.m_MaxPlayers <= 0) { this.m_MaxPlayers = 1; } if (this.m_MaxPlayersPerConnection <= 0) { this.m_MaxPlayersPerConnection = 1; } if (this.m_MaxPlayersPerConnection > this.maxPlayers) { this.m_MaxPlayersPerConnection = this.maxPlayers; } if (this.m_MinPlayers < 0) { this.m_MinPlayers = 0; } if (this.m_MinPlayers > this.m_MaxPlayers) { this.m_MinPlayers = this.m_MaxPlayers; } if ((this.m_LobbyPlayerPrefab != null) && (this.m_LobbyPlayerPrefab.GetComponent <NetworkIdentity>() == null)) { this.m_LobbyPlayerPrefab = null; Debug.LogWarning("LobbyPlayer prefab must have a NetworkIdentity component."); } if ((this.m_GamePlayerPrefab != null) && (this.m_GamePlayerPrefab.GetComponent <NetworkIdentity>() == null)) { this.m_GamePlayerPrefab = null; Debug.LogWarning("GamePlayer prefab must have a NetworkIdentity component."); } }
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(); } }
public override void ServerChangeScene(string sceneName) { if (sceneName == this.m_LobbyScene) { NetworkLobbyPlayer[] array = this.lobbySlots; for (int i = 0; i < array.Length; i++) { NetworkLobbyPlayer networkLobbyPlayer = array[i]; if (!(networkLobbyPlayer == null)) { NetworkIdentity component = networkLobbyPlayer.GetComponent <NetworkIdentity>(); PlayerController playerController; if (component.connectionToClient.GetPlayerController(component.playerControllerId, out playerController)) { NetworkServer.Destroy(playerController.gameObject); } if (NetworkServer.active) { networkLobbyPlayer.GetComponent <NetworkLobbyPlayer>().readyToBegin = false; NetworkServer.ReplacePlayerForConnection(component.connectionToClient, networkLobbyPlayer.gameObject, component.playerControllerId); } } } } base.ServerChangeScene(sceneName); }
public void Update() { CurrentLocalPlayer = UILobbyManager.LocalLobbyPlayer; if(SyncEveryFrame) { SyncReadyState(); } }
private void CallOnClientExitLobby() { this.OnLobbyClientExit(); for (int i = 0; i < this.lobbySlots.Length; i++) { NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[i]; if (!(networkLobbyPlayer == null)) { networkLobbyPlayer.OnClientExitLobby(); } } }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { if (SceneManager.GetSceneAt(0).name != this.m_LobbyScene) { return; } int num = 0; using (List <PlayerController> .Enumerator enumerator = conn.playerControllers.GetEnumerator()) { while (enumerator.MoveNext()) { if (enumerator.Current.IsValid) { ++num; } } } if (num >= this.maxPlayersPerConnection) { if (LogFilter.logWarn) { Debug.LogWarning((object)"NetworkLobbyManager no more players for this connection."); } EmptyMessage emptyMessage = new EmptyMessage(); conn.Send((short)45, (MessageBase)emptyMessage); } else { byte slot = this.FindSlot(); if ((int)slot == (int)byte.MaxValue) { if (LogFilter.logWarn) { Debug.LogWarning((object)"NetworkLobbyManager no space for more players"); } EmptyMessage emptyMessage = new EmptyMessage(); conn.Send((short)45, (MessageBase)emptyMessage); } else { GameObject player = this.OnLobbyServerCreateLobbyPlayer(conn, playerControllerId); if ((Object)player == (Object)null) { player = (GameObject)Object.Instantiate((Object)this.lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity); } NetworkLobbyPlayer component = player.GetComponent <NetworkLobbyPlayer>(); component.slot = slot; this.lobbySlots[(int)slot] = component; NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); } } }
private void CallOnClientEnterLobby() { this.OnLobbyClientEnter(); for (int i = 0; i < this.lobbySlots.Length; i++) { NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[i]; if (!(networkLobbyPlayer == null)) { networkLobbyPlayer.readyToBegin = false; networkLobbyPlayer.OnClientEnterLobby(); } } }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { string name = SceneManager.GetSceneAt(0).name; if (name != m_LobbyScene) { return; } int num = 0; for (int i = 0; i < conn.playerControllers.Count; i++) { if (conn.playerControllers[i].IsValid) { num++; } } if (num >= maxPlayersPerConnection) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no more players for this connection."); } EmptyMessage msg = new EmptyMessage(); conn.Send(45, msg); return; } byte b = FindSlot(); if (b == byte.MaxValue) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no space for more players"); } EmptyMessage msg2 = new EmptyMessage(); conn.Send(45, msg2); return; } GameObject gameObject = OnLobbyServerCreateLobbyPlayer(conn, playerControllerId); if (gameObject == null) { gameObject = Object.Instantiate(lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity); } NetworkLobbyPlayer component = gameObject.GetComponent <NetworkLobbyPlayer>(); component.slot = b; lobbySlots[b] = component; NetworkServer.AddPlayerForConnection(conn, gameObject, playerControllerId); }
public override void OnServerDisconnect(NetworkConnection conn) { base.OnServerDisconnect(conn); for (int i = 0; i < this.lobbySlots.Length; i++) { NetworkLobbyPlayer player = this.lobbySlots[i]; if ((player != null) && (player.connectionToClient == conn)) { this.lobbySlots[i] = null; NetworkServer.Destroy(player.gameObject); } } this.OnLobbyServerDisconnect(conn); }
public override void OnServerDisconnect(NetworkConnection conn) { base.OnServerDisconnect(conn); for (int index = 0; index < this.lobbySlots.Length; ++index) { NetworkLobbyPlayer lobbySlot = this.lobbySlots[index]; if (!((Object)lobbySlot == (Object)null) && lobbySlot.connectionToClient == conn) { this.lobbySlots[index] = (NetworkLobbyPlayer)null; NetworkServer.Destroy(lobbySlot.gameObject); } } this.OnLobbyServerDisconnect(conn); }
public override void OnServerDisconnect(NetworkConnection conn) { base.OnServerDisconnect(conn); for (int i = 0; i < lobbySlots.Length; i++) { NetworkLobbyPlayer networkLobbyPlayer = lobbySlots[i]; if (!(networkLobbyPlayer == null) && networkLobbyPlayer.connectionToClient == conn) { lobbySlots[i] = null; NetworkServer.Destroy(networkLobbyPlayer.gameObject); } } OnLobbyServerDisconnect(conn); }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { if (Application.loadedLevelName != this.m_LobbyScene) { return; } int num = 0; foreach (PlayerController current in conn.playerControllers) { if (current.IsValid) { num++; } } if (num >= this.maxPlayersPerConnection) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no more players for this connection."); } EmptyMessage msg = new EmptyMessage(); conn.Send(45, msg); return; } byte b = this.FindSlot(); if (b == 255) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no space for more players"); } EmptyMessage msg2 = new EmptyMessage(); conn.Send(45, msg2); return; } GameObject gameObject = this.OnLobbyServerCreateLobbyPlayer(conn, playerControllerId); if (gameObject == null) { gameObject = (GameObject)UnityEngine.Object.Instantiate(this.lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity); } NetworkLobbyPlayer component = gameObject.GetComponent <NetworkLobbyPlayer>(); component.slot = b; this.lobbySlots[(int)b] = component; NetworkServer.AddPlayerForConnection(conn, gameObject, playerControllerId); }
private static bool CheckConnectionIsReadyToBegin(NetworkConnection conn) { foreach (PlayerController current in conn.playerControllers) { if (current.IsValid) { NetworkLobbyPlayer component = current.gameObject.GetComponent <NetworkLobbyPlayer>(); if (!component.readyToBegin) { return(false); } } } return(true); }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { if (Application.loadedLevelName == this.m_LobbyScene) { int num = 0; foreach (PlayerController controller in conn.playerControllers) { if (controller.IsValid) { num++; } } if (num >= this.maxPlayersPerConnection) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no more players for this connection."); } EmptyMessage msg = new EmptyMessage(); conn.Send(0x2d, msg); } else { byte index = this.FindSlot(); if (index == 0xff) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no space for more players"); } EmptyMessage message2 = new EmptyMessage(); conn.Send(0x2d, message2); } else { GameObject obj2 = this.OnLobbyServerCreateLobbyPlayer(conn, playerControllerId); if (obj2 == null) { obj2 = (GameObject)UnityEngine.Object.Instantiate(this.lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity); } NetworkLobbyPlayer component = obj2.GetComponent <NetworkLobbyPlayer>(); component.slot = index; this.lobbySlots[index] = component; NetworkServer.AddPlayerForConnection(conn, obj2, playerControllerId); } } } }
public static GameObject AddToPlayerList(NetworkLobbyPlayer lobbyPlayer) { if(singleton && singleton.PlayerListPrefab && singleton.PlayerListContentAnchor) { GameObject playerListObject = (GameObject)Instantiate(singleton.PlayerListPrefab, Vector3.zero, Quaternion.identity); RectTransform child = playerListObject.GetComponent<RectTransform>(); child.SetParent(singleton.PlayerListContentAnchor, false); UIPlayerListingEntry entry = playerListObject.GetComponent<UIPlayerListingEntry>(); entry.Player = lobbyPlayer; return playerListObject; } else { return null; } }
void OnValidate() { if (m_MaxPlayers <= 0) { m_MaxPlayers = 1; } if (m_MaxPlayersPerConnection <= 0) { m_MaxPlayersPerConnection = 1; } if (m_MaxPlayersPerConnection > maxPlayers) { m_MaxPlayersPerConnection = maxPlayers; } if (m_MinPlayers < 0) { m_MinPlayers = 0; } if (m_MinPlayers > m_MaxPlayers) { m_MinPlayers = m_MaxPlayers; } if (m_LobbyPlayerPrefab != null) { var uv = m_LobbyPlayerPrefab.GetComponent <NetworkIdentity>(); if (uv == null) { m_LobbyPlayerPrefab = null; Debug.LogWarning("LobbyPlayer prefab must have a NetworkIdentity component."); } } if (m_GamePlayerPrefab != null) { var uv = m_GamePlayerPrefab.GetComponent <NetworkIdentity>(); if (uv == null) { m_GamePlayerPrefab = null; Debug.LogWarning("GamePlayer prefab must have a NetworkIdentity component."); } } }
private void SceneLoadedForPlayer(NetworkConnection conn, GameObject lobbyPlayerGameObject) { NetworkLobbyPlayer component = lobbyPlayerGameObject.GetComponent <NetworkLobbyPlayer>(); if (component == null) { return; } if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "NetworkLobby SceneLoadedForPlayer scene:", Application.loadedLevelName, " ", conn })); } if (Application.loadedLevelName == this.m_LobbyScene) { NetworkLobbyManager.PendingPlayer item; item.conn = conn; item.lobbyPlayer = lobbyPlayerGameObject; this.m_PendingPlayers.Add(item); return; } short playerControllerId = lobbyPlayerGameObject.GetComponent <NetworkIdentity>().playerControllerId; GameObject gameObject = this.OnLobbyServerCreateGamePlayer(conn, playerControllerId); if (gameObject == null) { Transform startPosition = base.GetStartPosition(); if (startPosition != null) { gameObject = (GameObject)UnityEngine.Object.Instantiate(this.gamePlayerPrefab, startPosition.position, startPosition.rotation); } else { gameObject = (GameObject)UnityEngine.Object.Instantiate(this.gamePlayerPrefab, Vector3.zero, Quaternion.identity); } } if (!this.OnLobbyServerSceneLoadedForPlayer(lobbyPlayerGameObject, gameObject)) { return; } NetworkServer.ReplacePlayerForConnection(conn, gameObject, playerControllerId); }
private static int CheckConnectionIsReadyToBegin(NetworkConnection conn) { int num = 0; for (int i = 0; i < conn.playerControllers.Count; i++) { PlayerController playerController = conn.playerControllers[i]; if (playerController.IsValid) { NetworkLobbyPlayer component = playerController.gameObject.GetComponent <NetworkLobbyPlayer>(); if (component.readyToBegin) { num++; } } } return(num); }
public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { short playerControllerId = player.playerControllerId; byte slot = player.gameObject.GetComponent <NetworkLobbyPlayer>().slot; this.lobbySlots[(int)slot] = null; base.OnServerRemovePlayer(conn, player); for (int i = 0; i < this.lobbySlots.Length; i++) { NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[i]; if (networkLobbyPlayer != null) { networkLobbyPlayer.GetComponent <NetworkLobbyPlayer>().readyToBegin = false; NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId = networkLobbyPlayer.slot; NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState = false; NetworkServer.SendToReady(null, 43, NetworkLobbyManager.s_LobbyReadyToBeginMessage); } } this.OnLobbyServerPlayerRemoved(conn, playerControllerId); }
void Start () { networkLobbyPlayer = GetComponent<NetworkLobbyPlayer>(); switch(networkLobbyPlayer.slot) { case 0: transform.position = new Vector3(-2,0.5f,2); GetComponent<Renderer>().material.color = Color.red; break; case 1: transform.position = new Vector3(2,0.5f,2); GetComponent<Renderer>().material.color = Color.green; break; case 2: transform.position = new Vector3(2,0.5f,-2); GetComponent<Renderer>().material.color = Color.blue; break; case 3: transform.position = new Vector3(-2,0.5f,-2); GetComponent<Renderer>().material.color = Color.yellow; break; } }
private void OnValidate() { if (this.m_MaxPlayers <= 0) this.m_MaxPlayers = 1; if (this.m_MaxPlayersPerConnection <= 0) this.m_MaxPlayersPerConnection = 1; if (this.m_MaxPlayersPerConnection > this.maxPlayers) this.m_MaxPlayersPerConnection = this.maxPlayers; if (this.m_MinPlayers < 0) this.m_MinPlayers = 0; if (this.m_MinPlayers > this.m_MaxPlayers) this.m_MinPlayers = this.m_MaxPlayers; if ((Object) this.m_LobbyPlayerPrefab != (Object) null && (Object) this.m_LobbyPlayerPrefab.GetComponent<NetworkIdentity>() == (Object) null) { this.m_LobbyPlayerPrefab = (NetworkLobbyPlayer) null; Debug.LogWarning((object) "LobbyPlayer prefab must have a NetworkIdentity component."); } if (!((Object) this.m_GamePlayerPrefab != (Object) null) || !((Object) this.m_GamePlayerPrefab.GetComponent<NetworkIdentity>() == (Object) null)) return; this.m_GamePlayerPrefab = (GameObject) null; Debug.LogWarning((object) "GamePlayer prefab must have a NetworkIdentity component."); }
void Awake() { cc = GetComponent<ColorControl>(); lobbyPlayer = GetComponent<NetworkLobbyPlayer>(); Debug.Log ("PlayerLobby Awake"); }
void Awake() { lobbyPlayer = GetComponent<NetworkLobbyPlayer>(); }
void Awake() { cc = GetComponent<ColorControl>(); lobbyPlayer = GetComponent<NetworkLobbyPlayer>(); }
void Awake() { lobbyPlayer = GetComponent<NetworkLobbyPlayer>(); playerUI = GetComponent<PlayerLobby>(); }
public override void OnStopServer() { Debug.Log ("Stopping Server..."); //clean up ports PortMapper pmapper = GetComponent<PortMapper> (); if (pmapper != null) { pmapper.Stop(); } //clean up lobby players lobbySlots = new NetworkLobbyPlayer[maxPlayers]; }