// Update is called once per frame void Update() { if (CAVE2.IsMaster()) { if (networkWaitTimer <= 0) { #if USING_GETREAL3D ICollection keys = spawnedPlayerList.Keys; foreach (int netID in keys) { GameObject g = spawnedPlayerList[netID] as GameObject; NetworkedVRPlayerManager netPlayer = g.GetComponent <NetworkedVRPlayerManager>(); getReal3D.RpcManager.call("UpdateNetworkPlayerRPC", netID, netPlayer.playerPosition, netPlayer.playerRotation, netPlayer.headPosition, netPlayer.headRotation); } #endif } networkWaitTimer = networkUpdateDelay; } else { networkWaitTimer -= Time.deltaTime; } }
void Start() { LobbyManager = this; serverAddressField.text = networkAddress; NetworkedVRPlayerManager playerInfo = lobbyPlayerPrefab.GetComponent <NetworkedVRPlayerManager>(); string playerType = playerInfo.localPlayerControllerPrefab.GetComponent <VRPlayerWrapper>().GetVRTypeLabel(); localPlayerTypeText.text = "Player type '" + playerType + "' detected"; if (PlayerPrefs.GetString("ServerIPAddress").Length > 0) { serverAddressField.text = PlayerPrefs.GetString("ServerIPAddress"); } if (PlayerPrefs.GetString("LocalPlayerName").Length > 0) { localPlayerNameField.text = PlayerPrefs.GetString("LocalPlayerName"); playerName = localPlayerNameField.text; } if (!CAVE2.IsMaster()) { StartHost(); } }
void UpdateNetworkPlayerRPC(int netID, Vector3 position, Quaternion rotation, Vector3 headPos, Quaternion headRot) { if (clientPlayerList.ContainsKey(netID)) { NetworkedVRPlayerManager vrNetPlayer = clientPlayerList[netID] as NetworkedVRPlayerManager; vrNetPlayer.playerPosition = new Vector3(position.x, position.y, position.z); vrNetPlayer.playerRotation = rotation; vrNetPlayer.headPosition = headPos; vrNetPlayer.headRotation = headRot; } }
public void SpawnNetworkPlayerOnCAVE2(GameObject source) { NetworkedVRPlayerManager player = source.GetComponent <NetworkedVRPlayerManager>(); int netID = (int)player.networkID; if (!spawnedPlayerList.ContainsKey(netID)) { #if USING_GETREAL3D getReal3D.RpcManager.call("SpawnNetworkPlayerRPC", netID, player.playerName, player.playerType); #endif Debug.Log("Added " + netID + " to list"); spawnedPlayerList.Add(netID, source); } }
void SpawnNetworkPlayerRPC(int netID, string playerName, string playerType) { Debug.Log("Added " + netID + " to CAVE2 display client"); GameObject newNetPlayer = Instantiate(lobbyManager.gamePlayerPrefab) as GameObject; newNetPlayer.name = "CAVE2 Client (remote " + netID + ")"; NetworkedVRPlayerManager vrNetPlayer = newNetPlayer.GetComponent <NetworkedVRPlayerManager>(); vrNetPlayer.playerName = playerName; vrNetPlayer.playerType = playerType; vrNetPlayer.SetNetID((uint)netID); clientPlayerList.Add(netID, vrNetPlayer); }