private void OnCharacter(MessageCharacter data) { int ndx = data.id; if (ndx < 0 || ndx >= characterPrefabs.Length) { Debug.LogError("invalid charater selection: " + ndx); return; } // The ExampleCharacterSelect GameObject no longer // needs to care about m_netPlayer m_netPlayer.OnDisconnect -= Remove; m_netPlayer.UnregisterCmdHandler("character"); // Create the character GameObject newGameObject = (GameObject)Instantiate(characterPrefabs[ndx]); // Send the netplayer to the character. We use a message // because then every character can have a differnet script if we want. newGameObject.SendMessage("InitializeFromCharacterSelect", new StartInfo(m_netPlayer, m_playerNameManager)); // We're done. Destory ourselves Destroy(gameObject); }
private void OnCharacter(MessageCharacter data) { int ndx = data.id; if (ndx < 0 || ndx >= characterPrefabs.Length) { Debug.LogError("invalid charater selection: " + ndx); return; } // The ExampleCharacterSelect GameObject no longer // needs to care about m_netPlayer m_netPlayer.OnDisconnect -= Remove; m_netPlayer.UnregisterCmdHandler("character"); // Create the character GameObject newGameObject = (GameObject)Instantiate(characterPrefabs[ndx]); // Send the netplayer to the character. We use a message // because then every character can have a differnet script if we want. newGameObject.SendMessage("InitializeFromCharacterSelect", new StartInfo(m_netPlayer, m_playerNameManager)); // We're done. Destory ourselves Destroy(gameObject); }