public void LoadLoggedPlayerOwners(string[] arsSplitLogs) { Debug.Assert(arsSplitLogs[0] == "po"); int playerowner0, playerowner1; if (int.TryParse(arsSplitLogs[1], out playerowner0) == false || playerowner0 < 0) { Debug.LogErrorFormat("Error! {0} was not a valid player owner to be loaded", arsSplitLogs[1]); return; } if (int.TryParse(arsSplitLogs[2], out playerowner1) == false || playerowner1 < 0) { Debug.LogErrorFormat("Error! {0} was not a valid player owner to be loaded", arsSplitLogs[2]); return; } NetworkMatchSetup.SetPlayerOwner(0, playerowner0); NetworkMatchSetup.SetPlayerOwner(1, playerowner1); }
public void OnOwnerSelectChange() { NetworkMatchSetup.SetPlayerOwner(plyrselectorParent.idPlayer, dropdown.value + 1); //Offset by one since our internalplayer ids start at 0 }