public override void OnServerAddPlayer(NetworkConnection conn) // --------------- LOBBY ---------------- { bool isLeader = RoomPlayers.Count == 0; NetworkRoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); }
public override void OnServerAddPlayer(NetworkConnection conn) { if (SceneManager.GetActiveScene().path == menuScene) { bool isLeader = roomPlayers.Count == 0; NetworkRoomPlayer roomPlayerInstance = Instantiate(_roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
// Start is called before the first frame update void Start() { player = this.GetComponent <NetworkRoomPlayer>(); readybutton = GameObject.Find("ready").GetComponent <Button>(); readybutton.onClick.AddListener(toggle); disconnect = GameObject.Find("disconnect").GetComponent <Button>(); disconnect.onClick.AddListener(() => setbool(true)); Debug.Log(player); }
public override void OnServerAddPlayer(NetworkConnection conn) { if (SceneManager.GetActiveScene().path != menuScene) { return; } NetworkRoomPlayer roomPlayer = Instantiate(roomPlayerPrefab); NetworkServer.AddPlayerForConnection(conn, roomPlayer.gameObject); }
public override void OnServerDisconnect(NetworkConnection conn) { if (conn.identity != null) { NetworkRoomPlayer player = conn.identity.GetComponent <NetworkRoomPlayer>(); RoomPlayers.Remove(player); NotifyPlayersOfReadyState(); } base.OnServerDisconnect(conn); }
public override void OnServerAddPlayer(NetworkConnection conn) { if ("Assets/Scenes/" + SceneManager.GetActiveScene().name + ".unity" == menuScene) { bool isLeader = RoomPlayers.Count == 0; NetworkRoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); } }
public override void OnServerAddPlayer(NetworkConnection conn) { //if("Assets/Scenes/ActiveScenes/" + SceneManager.GetActiveScene().name + ".unity" == menuScene) //only add player to lobby if we're in the menu screen bool isLeader = RoomPlayers.Count == 0; //Room leader if you're first to join Debug.Log("player added to server. spawning player prefab."); NetworkRoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab); roomPlayerInstance.IsLeader = isLeader; NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); }
public override void OnServerDisconnect(NetworkConnection conn) { //removes players when a disconnect occurs so they aren't affected by the world if (conn.identity != null) { NetworkRoomPlayer player = conn.identity.GetComponent <NetworkRoomPlayer>(); RoomPlayers.Remove(player); NotifyPlayersOfReadyState(); } base.OnServerDisconnect(conn); }