public void Spawn() { if (!character) { // assign the colors/numbers etc for the player. var playerToken = new PlayerToken(); playerToken.playerNumber = playerNumber; playerToken.playerColor = playerColor; playerToken.playerName = playerName; character = BoltNetwork.Instantiate(BoltPrefabs.PlayerMultiplayer, playerToken); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } // move entity to random spawn position character.transform.position = GamemanagerNetwork.instance.RandomSpawnPoint(); } }
public override void Connected(BoltConnection connection) { if (BoltNetwork.IsClient) { BoltConsole.Write("Connected Client: " + connection, Color.blue); infoPanel.gameObject.SetActive(false); string prevMatch = PreviousMatchName(); BoltConsole.Write("Previous match if any: " + prevMatch); if (prevMatch != matchName) { BoltConsole.Write("New Game"); ChangeTo(lobbyPanel); } else { BoltConsole.Write("Joining previous match"); var returnPlayerEvnt = ReturnPlayerEvent.Create(Bolt.GlobalTargets.OnlyServer); returnPlayerEvnt.Send(); } } else if (BoltNetwork.IsServer) { BoltConsole.Write("Connected Server: " + connection, Color.blue); BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.CharacterSelectionEntity); entity.AssignControl(connection); int numPlayers = gameStateEntity.GetComponent <NetworkGameState>().onPlayerJoined(); var playerTurnEvnt = PlayerJoinedEvent.Create(Bolt.GlobalTargets.Everyone); playerTurnEvnt.numOfPlayers = numPlayers; playerTurnEvnt.Send(); } }
public BoltEntity SpawnPlayer() { if (PlayerEntity == null) { if (SpawnManager.HasSpawnPoints) { PlayerEntity = BoltNetwork.Instantiate(BoltPrefabs.Player, SpawnManager.GetSpawnPoint(), Quaternion.identity); } else { PlayerEntity = BoltNetwork.Instantiate(BoltPrefabs.Player); PlayerEntity.gameObject.SetActive(false); } if (PlayerEntity.gameObject.activeSelf) { if (IsServer) { PlayerEntity.TakeControl(); } else { PlayerEntity.AssignControl(Connection); } } } return(PlayerEntity); }
public static void SpawnPlayerAtPosition(Player player, Vector3 position, Quaternion rotation) { //Make sure player controlled entities are destroyed. PlayerManager.Instance.DestroyPlayerControlledEntities(player); LoadOut loadOut = new LoadOut(); loadOut.itemNames = new string[] { "Scout", "PlasmaFusor", "GrenadeLauncher", "ChainGun" }; LoadOutToken loadOutToken = new LoadOutToken(loadOut); GameObject baseMech = DatabaseManager.Instance.PrefabDatabase.GetPrefabByName("BaseMech"); BoltEntity entity = BoltNetwork.Instantiate(baseMech, loadOutToken, position, rotation); if (entity != null) { Unit unit = entity.GetComponent <Unit>(); unit.Setup(player.guid, player.teamId); unit.gameObject.AddComponent <AbilityVelocityRedirection>(); if (player.connection == null) { entity.TakeControl(); } else { entity.AssignControl(player.connection); } player.SetControlledEntity(entity); } }
public override void SceneLoadRemoteDone(BoltConnection connection) { if (BoltNetwork.IsServer) { BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.Cube); entity.AssignControl(connection); } }
/// <summary> /// クライアントがシーンを読み込んだ時に報告されるコールバック /// リモート用のプレイヤーを生成 /// </summary> /// <param name="connection"></param> public override void SceneLoadRemoteDone(BoltConnection connection) { // プレイヤー2を生成して、操作を接続先に任せます BoltEntity be = BoltNetwork.Instantiate(BoltPrefabs.Player2); be.transform.position = NetworkSceneManager.Instance.GetPlayerPosition(be.prefabId.Value); be.AssignControl(connection); }
public override void SceneLoadRemoteDone(BoltConnection connection) { if (BoltNetwork.isServer) { BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.Player, new Vector3(43, 1, 11), Quaternion.identity); entity.AssignControl(connection); } }
protected virtual void SVSpawnPlayer(BoltConnection connection) { //Create a new player var spawn = spawnPositions.GetRandom(); BoltEntity playerEnt = BoltNetwork.Instantiate(playerPrefab, spawn.transform.position, Quaternion.identity); playerEnt.AssignControl(connection); PlayerController player = playerEnt.GetComponent <PlayerController>(); }
void SetControl(PlayerObject player, BoltEntity entity) { if (player.IsServer) { entity.TakeControl(); } else { entity.AssignControl(player.connection); } }
public void InstantiatePlayer(BoltConnection connection) { Vector3 pos = new Vector3(Random.Range(-16, 16), 0, Random.Range(-16, 16)); BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.Player, pos, Quaternion.identity); playerList.Add(entity, connection); if (connection == null) { entity.TakeControl(); } else { entity.AssignControl(connection); } }
public override void SceneLoadLocalDone(string map) { //instantiate the player BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.PlayerPrefab); PlayerState ps = entity.GetComponent <PlayerState>(); ps.Name = GameManager.instance.CurrentUserName; //set their name ps.Team = GameManager.instance.Lobby.GetTeamLookup()[GameManager.instance.CurrentUserName]; if (!BoltNetwork.isServer) { entity.AssignControl(BoltNetwork.server); //this line is completely useless and should be removed } DebugHUD.setValue("load state", "Scene loaded, unsynced"); //the scene has now been loaded for this player, but we have not synchronized the players yet }
public Player(BoltConnection cn) { entity = BoltNetwork.Instantiate(BoltPrefabs.Player, new Vector3(20, 0, 20), Quaternion.identity); this.cn = cn; if (cn == null) { entity.TakeControl(); } else { entity.AssignControl(cn); } }
public void Spawn() { if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.BoltPlayer, RandomPosition(), Quaternion.identity); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } } character.transform.position = RandomPosition(); }
public void Spawn() { if (PlayerInstance.instance != null) { if (IsServer) { //character = BoltNetwork.Instantiate(BoltPrefabs.NetworkPlayer, RoundSystem.Instance.spawnRoom.position, Quaternion.identity); character.TakeControl(); } else { //character = BoltNetwork.Instantiate(BoltPrefabs.NetworkPlayer_1, RoundSystem.Instance.spawnRoom.position, Quaternion.identity); character.AssignControl(connection); } } // teleport entity to a random spawn position }
public void InstantiateEntity() { entity = BoltNetwork.Instantiate(BoltPrefabs.Player, new TestToken(), RandomSpawn(), Quaternion.identity); state.name = name; state.team = redPlayers.Count() >= bluePlayers.Count() ? TEAM_BLUE : TEAM_RED; if (isServer) { entity.TakeControl(new TestToken()); } else { entity.AssignControl(connection, new TestToken()); } Spawn(); }
public void Spawn() { if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.Player); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } } // teleport entity to a random spawn position character.transform.position = RandomPosition(); }
public void Spawn() { //character = BoltNetwork.Instantiate (BoltPrefabs.PlayerObject3d); if (!character) { character = BoltNetwork.Instantiate (BoltPrefabs.PlayerObject3dWithColliders); if (MenuScript.hasPickedTeamOne) { //character.renderer.material.color = Color.red; teamId = 1; foreach (SkinnedMeshRenderer smr in character.GetComponentsInChildren<SkinnedMeshRenderer>()) { smr.material.mainTexture = Resources.Load<Texture>("Textures/Layer_lambert1_u1_v2_Diffuse_merged_wNoise_Fish"); smr.material.SetTexture(1, Resources.Load<Texture>("Textures/Layer_lambert1_u1_v2_Diffuse_merged_wNoise_Fish_normal")); } } else if (MenuScript.hasPickedTeamTwo) { // character.renderer.material.color = Color.green; teamId = 2; foreach (SkinnedMeshRenderer smr in character.GetComponentsInChildren<SkinnedMeshRenderer>()) { smr.material.mainTexture = Resources.Load<Texture>("Textures/Layer_lambert1_u1_v2_Diffuse_merged_wNoise_Banana"); smr.material.SetTexture(1, Resources.Load<Texture>("Textures/Layer_lambert1_u1_v2_Diffuse_merged_wNoise_Banana_normal")); } } if (isServer) { //character = BoltNetwork.Instantiate (BoltPrefabs.PlayerObject3d); character.TakeControl (); //Coconut.Instantiate (); } else if (isClient) { // character = BoltNetwork.Instantiate (BoltPrefabs.PlayerObject3d); character.AssignControl (connection); GameObject.FindWithTag ("nut").GetComponent<Coconut> ().entity.AssignControl (connection); } } // teleport entity to a random spawn position if (MenuScript.hasPickedTeamOne == true) { character.transform.position = SpawnRandomPositionTeamOne (); } else if (MenuScript.hasPickedTeamTwo == true) { character.transform.position = SpawnRandomPositionTeamTwo(); } }
public void Spawn() { if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.SpaceCadet); PlanetManager.Instance.PhysicsObjects.Add(character.gameObject.GetComponent <PhysicsObject>()); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } } // teleport entity to a spawn position character.transform.position = new Vector3(0, 0, 0); }
public void Spawn() { if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.Player); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } } // TODO: Get spawn point from the current map character.transform.position = RandomPosition(); behavior = character.GetComponent <PlayerBehavior>(); }
public void Spawn() { if (!character) { if (IsServer) { character = BoltNetwork.Instantiate(BoltPrefabs.Player1); character.TakeControl(); Player newPlayer = character.GetComponent <Player>(); newPlayer.Respawn(0); } else { character = BoltNetwork.Instantiate(BoltPrefabs.Player2); character.AssignControl(connection); Player newPlayer = character.GetComponent <Player>(); newPlayer.Respawn(1); } } }
// This spawns the player character and // correctly assigns control of it to the connection public void Spawn(CustomisationToken token) { if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.Player, token); } // Server takes control of the char it spawns; // client is GIVEN control of the char it spawns. if (isServer) { BoltConsole.Write("Server taking control..."); character.TakeControl(); } else { BoltConsole.Write("Assigning control to " + connection); character.AssignControl(connection); } // Just gives a random position. character.transform.position = RandomPosition(); }
public void Spawn() { var point = SpawnPoint.Get(); if (!character) { character = BoltNetwork.Instantiate(BoltPrefabs.Newtorked_Sample_Controller, point.transform.position, Quaternion.identity); if (IsServer) { character.TakeControl(); } else { character.AssignControl(connection); } } // teleport entity to a random spawn position var retroController = character.GetComponent <RetroController>(); retroController.TeleportTo(point.transform.position, true); }
public override void Connected(BoltConnection connection) { if (BoltNetwork.IsClient) { BoltConsole.Write("Connected Client: " + connection, Color.blue); infoPanel.gameObject.SetActive(false); ChangeTo(lobbyPanel); } else if (BoltNetwork.IsServer) { BoltConsole.Write("Connected Server: " + connection, Color.blue); BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.PlayerInfo); LobbyPhotonPlayer lobbyPlayer = entity.GetComponent <LobbyPhotonPlayer>(); lobbyPlayer.connection = connection; connection.UserData = lobbyPlayer; connection.SetStreamBandwidth(1024 * 1024); entity.AssignControl(connection); } }
public override void SceneLoadRemoteDone(BoltConnection connection) { BoltEntity player = BoltNetwork.Instantiate(BoltPrefabs.EthanServerAuth); player.AssignControl(connection); }
public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token) { BoltEntity player = BoltNetwork.Instantiate(BoltPrefabs.EthanServerAuth, new Vector3(0, -1f, 0), Quaternion.identity); player.AssignControl(connection); }
public override void SceneLoadRemoteDone(BoltConnection connection) { BoltEntity player = BoltNetwork.Instantiate(BoltPrefabs.ClickToMovePlayer); player.AssignControl(connection); }
public override void OnEvent(SpawnPlayerEvent evnt) { BoltEntity entity = BoltNetwork.Instantiate(BoltPrefabs.Player, new Vector3(0, 1, 0), Quaternion.identity); entity.AssignControl(evnt.RaisedBy); }