public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { Debug.Log("ON SERVER ADD PLAYER CALLED"); //GameObject go = Instantiate (PlayerObject, Vector3.zero, Quaternion.identity) as GameObject; GameObject player = (GameObject)Instantiate(playerPrefab, new Vector3(0, 20f, 0), Quaternion.identity); LocalPlayerSender hisLCP = player.GetComponent <LocalPlayerSender> (); hisLCP.PlayerID = playerIds++; //hisLCP.myPlayerOnTheServer = go.GetComponent<LocalPlayerController> (); //go.SetActive (false); NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); serverGameManager.addLCP(hisLCP); }
IEnumerator MultiSpawnPlayerAfter(Vector3 SpawnPosition, int playerI, LocalPlayerSender LPS) { GameObject pie = Instantiate(PhaseInEffect, UtilityScript.transformToCartesian(SpawnPosition), Quaternion.identity) as GameObject; pie.transform.SetParent(GameManager.GMInstance.root.transform); yield return(new WaitForSeconds(PhaseInDelay)); SoundManager.play_spawn(); GameObject localPlayer = MonoBehaviour.Instantiate(localPlayerPrefabs [(playerI % (localPlayerPrefabs.Length))], SpawnPosition, new Quaternion()) as GameObject; localPlayer.transform.SetParent(GameManager.GMInstance.root.transform); LivingPlayers.Add(localPlayer); //SpriteRenderer PlayerSR = localPlayer.GetComponentInChildren<SpriteRenderer> (); //Debug.Log ("GETTING COLOR AT INDEX " + playerI); //PlayerSR.color = playerColors[(playerI % (playerColors.Count))]; LocalPlayerController LCP = localPlayer.GetComponent <LocalPlayerController> (); LCP.PlayerName = playerNames [playerI % playerNames.Length]; LPS.myPlayerOnTheServer = LCP; LCP.playerIndex = playerI; //playerTexts [playerI].text = LCP.PlayerName + ": " + teamScores [playerI]; //playerTexts [playerI].enabled = true; cameraLoc.updatePlayers = true; if (usePowerUps) { PUS.spawnPowerups = true; } if (useEnvironmentEffects) { EM.enableEnvironmentEffects = true; } }
// Use this for initialization void SetupInputHandler() { LPC = GetComponent <LocalPlayerSender> () as LocalPlayerSender; }
/// <summary> /// Starts the game. Initializes rings, players, sounds, ... /// </summary> public void addLCP(LocalPlayerSender LPS) { LocalPlayerSenders.Add(LPS); }