void OnServerSceneChangedGame() { for (int i = Connections.Count - 1; i >= 0; i--) { ActiveGamePlayer activeGamePlayer = Instantiate(ActiveGamePlayerPrefab); NetworkServer.AddPlayerForConnection(Connections[i], activeGamePlayer.gameObject); } GameObject gameManager = Instantiate(gameManagerPrefab); NetworkServer.Spawn(gameManager); }
public override void OnStartClient() { foreach (ActiveGamePlayer player in Network.GamePlayers) { if (player.isLocalPlayer) { activeGamePlayer = player; } } GenerateBoard(); activeGamePlayer.CmdReadyUp(); }
public void BeginGame() { for (int i = 0; i < Network.GamePlayers.Count; i++) { ActiveGamePlayer player = Network.GamePlayers[i]; PlayerCharacter playerCharacter = Instantiate(playerCharacterPrefab); playerCharacter.transform.position = board.startingRoom.StartingPositions()[i]; playerCharacter.storyLocation = Constants.GROUND_STORY; NetworkServer.Spawn(playerCharacter.gameObject, player.connectionToClient); TargetSetCameraTarget(player.connectionToClient, playerCharacter.gameObject); } gameTimerManager = gameObject.AddComponent <TimerManager>(); gameTimer = new Timer(60, gameTimerManager); gameTimer.Start(); }