private void OnDisable() { if (isLocalPlayer) { OnLocalPlayerUpdated?.Invoke(netIdentity); } }
private void OnDestroy() { if (base.isLocalPlayer) { OnLocalPlayerUpdated?.Invoke(null); } }
/* * private void RunServer() * { * for(int s = 0; s <30;) * { //change to # of turns in game * Debug.Log("server: " + s); * * int num_free = 0; * //calculate prompt * for (int i = 0; i < num_players; ++i) * { * if (NetworkServer.connections[i].identity.GetComponent<PlayerController>().jailTime <= 0) * { * num_free++; * } * } * //send out prompt * for (int i = 0; i < num_players; ++i) * { * //NetworkServer.connections[i].identity.GetComponent<PlayerAnnouncer>().RpcSetHealth(); * calculatePrompt(); * NetworkServer.connections[i].identity.GetComponent<PlayerAnnouncer>().TargetSetPrompt(NetworkServer.connections[i], regPrompt, jailPrompt); * } * //wait for responses * for (int i = 0; i < num_players; i++) * { * responses[i] = -1; * } * StartCoroutine(waitForResponses(s)); * bool done = false; * while (!done) * { * done = true; * for (int i = 0; i < num_players; i++) * { * * if (responses[i] == -1) * { * Debug.Log(i + "is -1"); * done = false; * if (NetworkServer.connections[i].identity.GetComponent<PlayerAnnouncer>().option >= 0) * { * responses[i] = NetworkServer.connections[i].identity.GetComponent<PlayerAnnouncer>().option; * NetworkServer.connections[i].identity.GetComponent<PlayerAnnouncer>().option = -1; * } * } * } * } * * * Debug.Log("done w loop"); * * //once all received --> calculate * * * CmdChangeColor(); * } * } * */ private void OnDestroy() { if (base.isLocalPlayer) { OnLocalPlayerUpdated?.Invoke(null); } Debug.Log("announcer: onDestroy"); }
public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); OnLocalPlayerUpdated?.Invoke(base.netIdentity); Debug.Log("announcer: startlocalplayer"); canvas = GameObject.FindGameObjectWithTag("Canvas"); if (isServer) { //server set up == create a button to say when all players joined. canvas.gameObject.transform.GetChild(2).gameObject.SetActive(true); } //maybe move to where prompt gets displayed buttons = GetComponent <ButtonHandler>(); Debug.Log("buttons found: " + buttons); }
public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); OnLocalPlayerUpdated?.Invoke(netIdentity); }