public void ChangeToLobbyScence() { PandaNetworkManager manager = FindObjectOfType <PandaNetworkManager> (); manager._playerNumber = 0; manager.ServerReturnToLobby(); }
public void OnConfirmClick() { totalCount = villageCount + witchCount + prophetCount + hunterCount + wolfCount; if (totalCount <= 0 || totalCount > 254) { messageBox.Display("玩家总数量应介于 1 - 254 之间", "我错了", null); return; } PandaNetworkManager manager = PandaNetworkManager.instance; if (totalCount < manager._playerNumber) { messageBox.Display("设置的玩家数量小于房间内的玩家数量,请先移除一些玩家在进行操作", "我错了", null); return; } manager.SetMaxPlayers(totalCount); manager.SetMinPlayers(totalCount); manager.SetMaxPerPlayers(1); if (!UnityEngine.Networking.NetworkServer.active) { manager.StartHost(); } manager.UpdateReadyButtonState(PandaNetworkManager.instance.numPlayers + 1 >= PandaNetworkManager.instance.minPlayers); gameObject.SetActive(false); }
private void Start() { instance = this; backButton.gameObject.SetActive(false); ipAdress.gameObject.SetActive(false); roomSettingButton.gameObject.SetActive(false); GetComponent <Canvas>().enabled = true; DontDestroyOnLoad(gameObject); lobbyHooks = GetComponent <LobbyHook> (); }