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); }