public override void OnLobbyServerDisconnect(NetworkConnection conn) { for (int i = 0; i < lobbySlots.Length; i++) { JC_LobbyPlayer vPC = lobbySlots[i] as JC_LobbyPlayer; if (vPC != null) { vPC.Rpc_UpdateRemoveButton(); vPC.ToggleJoinButton(numPlayers + 1 >= minPlayers); } } }
public override GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn, short playerControllerId) { GameObject vObj = Instantiate(lobbyPlayerPrefab.gameObject) as GameObject; JC_LobbyPlayer vNewPlayer = vObj.GetComponent <JC_LobbyPlayer>(); vNewPlayer.ToggleJoinButton(numPlayers + 1 >= minPlayers); // Amount of available lobby slots (remaining available connections). for (int i = 0; i < lobbySlots.Length; i++) { JC_LobbyPlayer vPC = lobbySlots[i] as JC_LobbyPlayer; if (vPC != null) { vPC.Rpc_UpdateRemoveButton(); vPC.ToggleJoinButton(numPlayers + 1 >= minPlayers); } } return(vObj); }
// Link this to the maximum amount of players, and add accordigly. public void AddPlayer(JC_LobbyPlayer vLobbyPlayer) { // If the list already contains this player don't do anything. if (mLS_LP_List.Contains(vLobbyPlayer)) { return; } // Add the lobby player to the list of lobby players. mLS_LP_List.Add(vLobbyPlayer); vLobbyPlayer.transform.SetParent(mRT_PlayerList, true); // Just UI. mTR_AddRowButton.SetAsLastSibling(); PlayerListModified(); // Debug me!! foreach (JC_LobbyPlayer PC in mLS_LP_List) { print("LobbyPlayer: " + PC); } }
public void RemovePlayerFromList(JC_LobbyPlayer vPlayer) { mLS_LP_List.Remove(vPlayer); PlayerListModified(); }
public void RemovePlayer(JC_LobbyPlayer vPlayer) { vPlayer.RemovePlayer(); }