public override bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer) { base.OnLobbyServerSceneLoadedForPlayer(lobbyPlayer, gamePlayer); MyNetworkLobbyplayer llm = lobbyPlayer.GetComponent <MyNetworkLobbyplayer> (); gamePlayer.name = llm.name; GameManager.players.Add(gamePlayer.GetComponent <PlayerManager> ()); Destroy(lobbyPlayer); return(true); }
public void RemovePlayer(MyNetworkLobbyplayer player) { if (MNLP.Contains(player)) { MNLP.Remove(player); } if (player != null) { player.transform.SetParent(null); } }
//This is ripped from the Lobby Manager asset unity made public void AddPlayer(MyNetworkLobbyplayer player) { if (MNLP.Contains(player)) { return; } if (MNLP.Count >= maxPlayers) { Debug.LogError("Couldn't join full server"); MMStopEverything(); return; } MNLP.Add(player); player.transform.SetParent(redTeamZone.transform, false); player.transform.SetAsLastSibling(); addLocalPlayerButton.SetActive(ClientScene.localPlayers.Count < maxPlayersPerConnection && MNLP.Count < maxPlayers ? true : false); }