public void Update() { if (!initialiserPersonnages && SceneConstant.teamJoueur.Count >= 4) { if (PhotonNetwork.isMasterClient) { //!!! Personnage1 = PhotonNetwork.Instantiate("Prefabs/" + SceneConstant.teamJoueur[0], new Vector3(2.58f, -1.25f, 0.825f), Quaternion.identity, 0); Personnage2 = PhotonNetwork.Instantiate("Prefabs/" + SceneConstant.teamJoueur[2], new Vector3(-2.58f, 1.25f, 0.925f), Quaternion.identity, 0); Personnage3 = PhotonNetwork.Instantiate("Prefabs/" + SceneConstant.teamJoueur[1], new Vector3(1.72f, -1.75f, 0.805f), Quaternion.identity, 0); Personnage4 = PhotonNetwork.Instantiate("Prefabs/" + SceneConstant.teamJoueur[3], new Vector3(-1.72f, 1.75f, 0.945f), Quaternion.identity, 0); Personnage1.GetComponent <PhotonView>().onSerializeTransformOption = OnSerializeTransform.OnlyScale; Personnage2.GetComponent <PhotonView>().onSerializeTransformOption = OnSerializeTransform.OnlyScale; Personnage3.GetComponent <PhotonView>().onSerializeTransformOption = OnSerializeTransform.OnlyScale; Personnage4.GetComponent <PhotonView>().onSerializeTransformOption = OnSerializeTransform.OnlyScale; } initialiserPersonnages = true; } if (!initialiserPartie && initialiserPersonnages && GameObject.FindGameObjectWithTag("Personnage") != null) { /*Personnage1 = Instantiate(Personnage1Prefab, Personnage1Prefab.transform.position, Quaternion.identity); * Personnage2 = Instantiate(Personnage2Prefab, Personnage2Prefab.transform.position, Quaternion.identity); * Personnage3 = Instantiate(Personnage3Prefab, Personnage3Prefab.transform.position, Quaternion.identity); * Personnage4 = Instantiate(Personnage4Prefab, Personnage4Prefab.transform.position, Quaternion.identity);*/ if (Personnage1 == null) { //print(SceneConstant.teamJoueur[2] + " " + SceneConstant.teamJoueur[3] + " " + SceneConstant.teamJoueur[0] + " " + SceneConstant.teamJoueur[1] + " "); Personnage1 = GameObject.Find(SceneConstant.teamJoueur[2] + "(Clone)"); Personnage2 = GameObject.Find(SceneConstant.teamJoueur[0] + "(Clone)"); Personnage3 = GameObject.Find(SceneConstant.teamJoueur[3] + "(Clone)"); Personnage4 = GameObject.Find(SceneConstant.teamJoueur[1] + "(Clone)"); //print(Personnage1); } GameObject.Find("Plateau").AddComponent <Partie>(); GameObject.Find("Plateau").GetComponent <Partie>().enabled = true; if (PhotonNetwork.isMasterClient) { Partie.joueur = 1; } else { Partie.joueur = 2; } Transform[] allChildren = GameObject.Find("Plateau").GetComponentsInChildren <Transform>(); foreach (Transform c in allChildren) { if (c.gameObject.name.Length >= 7 && c.gameObject.name.Substring(0, 7) == "CaseSol") { c.gameObject.AddComponent <Case>(); } } //print(Partie.personnages + " " + Personnage1.GetComponent<Personnage>()); Partie.personnages.Add(Personnage1.GetComponent <Personnage>()); Partie.personnages.Add(Personnage2.GetComponent <Personnage>()); Partie.personnages.Add(Personnage3.GetComponent <Personnage>()); Partie.personnages.Add(Personnage4.GetComponent <Personnage>()); //print(Partie.personnages[0]); Partie.teamA.Add(Partie.personnages[0]); Partie.teamA.Add(Partie.personnages[2]); Partie.teamB.Add(Partie.personnages[1]); Partie.teamB.Add(Partie.personnages[3]); Partie.personnageTour = Partie.personnages[0]; for (int i = Partie.personnages.Count - 1; i >= 0; i--) { Partie.personnages[i].fondTextPv = GameObject.Find("PanelPv" + (i + 1)); Partie.personnages[i].textPv = GameObject.Find("PV" + (i + 1)).GetComponent <Text>(); Partie.personnages[i].fondTextPv.GetComponent <Image>().rectTransform.localScale = new Vector3(1, 1, 1); Partie.personnages[i].fondTextPv.gameObject.SetActive(false); Partie.personnages[i].SpriteTimeLine = Instantiate(Partie.personnages[i].sprites[1], new Vector3(8.25f - (Partie.personnages.Count - 1 - i), -4.25f, 0), Quaternion.identity); Partie.personnages[i].SpriteTimeLine.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 0.5f); if (Partie.joueur == 1 && Partie.teamA.Contains(Partie.personnages[i]) || Partie.joueur == 2 && Partie.teamB.Contains(Partie.personnages[i])) { Partie.personnages[i].fondTextPv.GetComponent <Image>().color = Color.green; } else { Partie.personnages[i].fondTextPv.GetComponent <Image>().color = Color.red; } } initialiserPartie = true; } // Check if we are out of context, which means we likely got back to the demo hub. if (this.DisconnectedPanel == null) { Destroy(this.gameObject); } // for debugging, it's useful to have a few actions tied to keys: if (Input.GetKeyUp(KeyCode.L)) { PhotonNetwork.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.C)) { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } if (!PhotonNetwork.inRoom) { return; } // disable the "reconnect panel" if PUN is connected or connecting if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } if (PhotonNetwork.room.PlayerCount > 1) { if (this.TurnManager.IsOver) { return; } /* * // check if we ran out of time, in which case we loose * if (turnEnd<0f && !IsShowingResults) * { * Debug.Log("Calling OnTurnCompleted with turnEnd ="+turnEnd); * OnTurnCompleted(-1); * return; * } */ if (this.TurnText != null) { this.TurnText.text = this.TurnManager.Turn.ToString(); } if (this.TurnManager.Turn > 0 && this.TimeText != null) { this.TimeText.text = this.TurnManager.RemainingSecondsInTurn.ToString("F1") + " SECONDES"; TimerFillImage.anchorMax = new Vector2(1f - this.TurnManager.RemainingSecondsInTurn / this.TurnManager.TurnDuration, 1f); } } this.UpdatePlayerTexts(); /*if (!this.turnManager.IsCompletedByAll) * { * if (PhotonNetwork.room.PlayerCount < 2) * { * * } * * // if the turn is not completed by all, we use a random image for the remote hand * else if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) * { * // alpha of the remote hand is used as indicator if the remote player "is active" and "made a turn" * PhotonPlayer remote = PhotonNetwork.player.GetNext(); * } * }*/ }
public void OnClickConnect() { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); // this is used in the demo to timeout in background! }
public void OnClickReConnectAndRejoin() { PhotonNetwork.ReconnectAndRejoin(); PhotonHandler.StopFallbackSendAckThread(); // this is used in the demo to timeout in background! }
// Token: 0x06000235 RID: 565 RVA: 0x0000F33E File Offset: 0x0000D53E public void OnClickReConnectAndRejoin() { PhotonNetwork.ReconnectAndRejoin(); PhotonHandler.StopFallbackSendAckThread(); }
/// <summary>Called by Unity when the play mode ends. Used to cleanup.</summary> protected void OnDestroy() { //Debug.Log("OnDestroy on PhotonHandler."); PhotonHandler.StopFallbackSendAckThread(); //PhotonNetwork.Disconnect(); }
// Token: 0x0600B224 RID: 45604 RVA: 0x00415FAC File Offset: 0x004141AC protected void DOFKFBFNNNO() { PhotonHandler.StopFallbackSendAckThread(); }
// Token: 0x06000234 RID: 564 RVA: 0x0000F330 File Offset: 0x0000D530 public void OnClickConnect() { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); }
public void Update() { // Check if we are out of context, which means we likely got back to the demo hub. if (this.DisconnectedPanel == null) { Destroy(this.gameObject); } // for debugging, it's useful to have a few actions tied to keys: if (Input.GetKeyUp(KeyCode.L)) { PhotonNetwork.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.C)) { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } if (!PhotonNetwork.inRoom) { return; } // 重新連線的UI if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } //如果房間人數大於1,回傳當前回合以及時間 if (PhotonNetwork.room.PlayerCount > 1) { if (this.turnManager.IsOver) { return; } if (this.TurnText != null) { this.TurnText.text = this.turnManager.Turn.ToString();//回傳當前第幾回合 } if (this.turnManager.Turn > 0 && this.TimeText != null && !IsShowingResults) { this.TimeText.text = this.turnManager.RemainingSecondsInTurn.ToString("F1") + " SECONDS"; TimerFillImage.anchorMax = new Vector2(1f - this.turnManager.RemainingSecondsInTurn / this.turnManager.TurnDuration, 1f); } } this.UpdatePlayerTexts(); //更新自己與對手的名字與分數 // show local player's selected hand,預設為None Sprite selected = SelectionToSprite(this.localSelection); if (selected != null) { this.localSelectionImage.gameObject.SetActive(true); this.localSelectionImage.sprite = selected; } // remote player's selection is only shown, when the turn is complete (finished by both) if (this.turnManager.IsCompletedByAll) { selected = SelectionToSprite(this.remoteSelection); if (selected != null) { this.remoteSelectionImage.color = new Color(1, 1, 1, 1); this.remoteSelectionImage.sprite = selected; } } else { ButtonCanvasGroup.interactable = PhotonNetwork.room.PlayerCount > 1; if (PhotonNetwork.room.PlayerCount < 2)//如果房間人數少於2,對手的圖案隱藏;如果對手尚未作答,用透明度來表示對手狀態。 { this.remoteSelectionImage.color = new Color(1, 1, 1, 0); } // if the turn is not completed by all, we use a random image for the remote hand else if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) { // alpha of the remote hand is used as indicator if the remote player "is active" and "made a turn" PhotonPlayer remote = PhotonNetwork.player.GetNext(); float alpha = 0.5f; if (this.turnManager.GetPlayerFinishedTurn(remote)) { alpha = 1; } if (remote != null && remote.IsInactive)//對手斷線 { alpha = 0.1f; } this.remoteSelectionImage.color = new Color(1, 1, 1, alpha); this.remoteSelectionImage.sprite = SelectionToSprite(randomHand); } } }
protected void OnDestroy() { PhotonHandler.StopFallbackSendAckThread(); }
public void Update() { // 检查我们是否脱离了环境. if (this.DisconnectedPanel == null) { Destroy(this.gameObject); } // 为了方便调试, 弄一些快捷键是很有用的: if (Input.GetKeyUp(KeyCode.L)) //L键离开房间 { PhotonNetwork.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.C)) //C键连接 { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } if (!PhotonNetwork.inRoom) //不在房间则退出 { return; } // 如果PUN已连接或正在连接则禁用"reconnect panel"(重连面板) if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } if (PhotonNetwork.room.PlayerCount > 1) { if (this.turnManager.IsOver) { return; //回合结束 } if (this.TurnText != null) { this.TurnText.text = this.turnManager.Turn.ToString(); //更新回合数 } if (this.turnManager.Turn > 0 && this.TimeText != null && !IsShowingResults) { this.TimeText.text = this.turnManager.RemainingSecondsInTurn.ToString("F1") + " 秒"; //更新回合剩余时间 TimerFillImage.anchorMax = new Vector2(1f - this.turnManager.RemainingSecondsInTurn / this.turnManager.TurnDuration, 1f); } } this.UpdatePlayerTexts(); //更新玩家文本信息 // 远程玩家的选择只在回合结束时(双方都完成回合)展示 if (this.turnManager.IsCompletedByAll) { } else { ButtonCanvasGroup.interactable = PhotonNetwork.room.PlayerCount > 1; //玩家数量大于1才可以触发按钮 if (PhotonNetwork.room.PlayerCount < 2) { } // 如果所有玩家都没有完成该回合,我们为远程玩家的手势使用一个随机图片 else if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) { // 远程玩家手势图片的阿尔法值(透明度)被用于表明远程玩家是否“活跃”以及“完成回合” PhotonPlayer remote = PhotonNetwork.player.GetNext(); float alpha = 0.5f; if (this.turnManager.GetPlayerFinishedTurn(remote)) { alpha = 1; //完成回合为1 } if (remote != null && remote.IsInactive) { alpha = 0.1f; } } } }
void Update() { if (Input.GetKeyUp(KeyCode.A)) { _room.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.S)) { _room.ConnectUsingSettings("0"); PhotonHandler.StopFallbackSendAckThread(); } if (!_room.InRoom) { return; } if (_room.Connected && _reconnectParent.gameObject.GetActive()) { _reconnectParent.gameObject.SetActive(false); } if (!_room.Connected && !_room.Connecting && !_reconnectParent.gameObject.GetActive()) { _reconnectParent.gameObject.SetActive(true); } if (_room.CurrentRoom.PlayerCount > 1) { if (_room.TurnIsOver) { return; } if (_turnText != null) { _turnText.text = _room.Turn.ToString(); } if (_room.Turn > 0 && _timeText != null && !_isShowingResults) { _timeText.text = _room.RemainingSecondsInTurn.ToString("F1") + " SECONDS"; _timerFillImage.anchorMax = new Vector2(1f - _room.RemainingSecondsInTurn / _room.TurnDuration, 1f); } } UpdatePlayerTexts(); Sprite selected = SelectionToSprite(_localSelection); if (selected != null) { _localSelectionImage.gameObject.SetActive(true); _localSelectionImage.sprite = selected; } if (_room.IsCompletedByAll) { selected = SelectionToSprite(_remoteSelection); if (selected != null) { _remoteSelectionImage.color = new Color(1, 1, 1, 1); _remoteSelectionImage.sprite = selected; } } else { EnableButtons(_room.CurrentRoom.PlayerCount > 1); if (_room.CurrentRoom.PlayerCount < 2) { _remoteSelectionImage.color = new Color(1, 1, 1, 0); } // if the turn is not completed by all, we use a random image for the remote hand else if (_room.Turn > 0 && !_room.IsCompletedByAll) { // alpha of the remote hand is used as indicator if the remote player "is active" and "made a turn" PhotonPlayer remote = _room.LocalPlayer.GetNext(); float alpha = 0.5f; if (_room.IsPlayerTurnFinished(remote)) { alpha = 1; } if (remote != null && remote.IsInactive) { alpha = 0.1f; } _remoteSelectionImage.color = new Color(1, 1, 1, alpha); _remoteSelectionImage.sprite = SelectionToSprite(_randomHand); } } }
/// <summary> /// 连接 /// </summary> public void OnClickConnect() { PlayMusic(selectClap); PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); // 这在案例中被用于后台超时! }
public void Update() { // for debugging, it's useful to have a few actions tied to keys: if (Input.GetKeyUp(KeyCode.L)) { PhotonNetwork.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.C)) { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } // disable the "reconnect panel" if PUN is connected or connecting if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } if (PhotonNetwork.inRoom) { if (this.TurnText != null) { this.TurnText.text = this.turnManager.Turn.ToString(); } if (this.turnManager.Turn > 0 && this.TimeText != null) { float turnEnd = this.turnManager.GetRemainingSeconds(); this.TimeText.text = turnEnd.ToString("F1") + " SECONDS"; } this.UpdatePlayerTexts(); // show local player's selected hand Sprite selected = SelectionToSprite(this.localSelection); if (selected != null) { this.localSelectionImage.gameObject.SetActive(true); this.localSelectionImage.sprite = selected; } // remote player's selection is only shown, when the turn is complete (finished by both) if (this.turnManager.IsCompletedByAll) { selected = SelectionToSprite(this.remoteSelection); if (selected != null) { this.remoteSelectionImage.color = new Color(1, 1, 1, 1); this.remoteSelectionImage.sprite = selected; } } else { if (PhotonNetwork.room.playerCount < 2) { this.remoteSelectionImage.color = new Color(1, 1, 1, 0); } // if the turn is not completed by all, we use a random image for the remote hand else if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) { // alpha of the remote hand is used as indicator if the remote player "is active" and "made a turn" PhotonPlayer remote = PhotonNetwork.player.GetNext(); float alpha = 0.5f; if (this.turnManager.GetPlayerFinishedTurn(remote)) { alpha = 1; } if (remote != null && remote.isInactive) { alpha = 0.1f; } this.remoteSelectionImage.color = new Color(1, 1, 1, alpha); this.remoteSelectionImage.sprite = SelectionToSprite(randomHand); } } } }
// Token: 0x0600B250 RID: 45648 RVA: 0x00416691 File Offset: 0x00414891 protected void PDNMKEKIGJH() { PhotonHandler.MBIFDLCKGKN = true; PhotonHandler.StopFallbackSendAckThread(); PhotonNetwork.Disconnect(); }
protected void OnApplicationQuit() { PhotonHandler.AppQuits = true; PhotonHandler.StopFallbackSendAckThread(); PhotonNetwork.Disconnect(); }
// Token: 0x06000221 RID: 545 RVA: 0x0000ECD8 File Offset: 0x0000CED8 public void Update() { if (this.DisconnectedPanel == null) { Object.Destroy(base.gameObject); } if (Input.GetKeyUp(KeyCode.L)) { PhotonNetwork.LeaveRoom(true); } if (Input.GetKeyUp(KeyCode.C)) { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } if (!PhotonNetwork.inRoom) { return; } if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } if (PhotonNetwork.room.PlayerCount > 1) { if (this.turnManager.IsOver) { return; } if (this.TurnText != null) { this.TurnText.text = this.turnManager.Turn.ToString(); } if (this.turnManager.Turn > 0 && this.TimeText != null && !this.IsShowingResults) { this.TimeText.text = this.turnManager.RemainingSecondsInTurn.ToString("F1") + " SECONDS"; this.TimerFillImage.anchorMax = new Vector2(1f - this.turnManager.RemainingSecondsInTurn / this.turnManager.TurnDuration, 1f); } } this.UpdatePlayerTexts(); Sprite sprite = this.SelectionToSprite(this.localSelection); if (sprite != null) { this.localSelectionImage.gameObject.SetActive(true); this.localSelectionImage.sprite = sprite; } if (this.turnManager.IsCompletedByAll) { sprite = this.SelectionToSprite(this.remoteSelection); if (sprite != null) { this.remoteSelectionImage.color = new Color(1f, 1f, 1f, 1f); this.remoteSelectionImage.sprite = sprite; return; } } else { this.ButtonCanvasGroup.interactable = (PhotonNetwork.room.PlayerCount > 1); if (PhotonNetwork.room.PlayerCount < 2) { this.remoteSelectionImage.color = new Color(1f, 1f, 1f, 0f); return; } if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) { PhotonPlayer next = PhotonNetwork.player.GetNext(); float a = 0.5f; if (this.turnManager.GetPlayerFinishedTurn(next)) { a = 1f; } if (next != null && next.IsInactive) { a = 0.1f; } this.remoteSelectionImage.color = new Color(1f, 1f, 1f, a); this.remoteSelectionImage.sprite = this.SelectionToSprite(this.randomHand); } } }
public void Update() { // Check if we are out of context, which means we likely got back to the demo hub. if (this.DisconnectedPanel == null) { Destroy(this.gameObject); } // for debugging, it's useful to have a few actions tied to keys: if (Input.GetKeyUp(KeyCode.L)) { PhotonNetwork.LeaveRoom(); } if (Input.GetKeyUp(KeyCode.C)) { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); } if (!PhotonNetwork.inRoom) { return; } // disable the "reconnect panel" if PUN is connected or connecting if (PhotonNetwork.connected && this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(false); } if (!PhotonNetwork.connected && !PhotonNetwork.connecting && !this.DisconnectedPanel.gameObject.GetActive()) { this.DisconnectedPanel.gameObject.SetActive(true); } if (PhotonNetwork.room.PlayerCount > 1) { if (this.turnManager.IsOver) { return; } /* * // check if we ran out of time, in which case we loose * if (turnEnd<0f && !IsShowingResults) * { * Debug.Log("Calling OnTurnCompleted with turnEnd ="+turnEnd); * OnTurnCompleted(-1); * return; * } */ if (this.TurnText != null) { this.TurnText.text = this.turnManager.Turn.ToString(); } if (this.turnManager.Turn > 0 && this.TimeText != null && !IsShowingResults) { this.TimeText.text = this.turnManager.RemainingSecondsInTurn.ToString("F1") + " SECONDS"; TimerFillImage.anchorMax = new Vector2(1f - this.turnManager.RemainingSecondsInTurn / this.turnManager.TurnDuration, 1f); } } this.UpdatePlayerTexts(); // show local player's selected hand Sprite selected = SelectionToSprite(this.localSelection); if (selected != null) { this.localSelectionImage.gameObject.SetActive(true); this.localSelectionImage.sprite = selected; } // remote player's selection is only shown, when the turn is complete (finished by both) if (this.turnManager.IsCompletedByAll) { selected = SelectionToSprite(this.remoteSelection); if (selected != null) { this.remoteSelectionImage.color = new Color(1, 1, 1, 1); this.remoteSelectionImage.sprite = selected; } } else { ButtonCanvasGroup.interactable = PhotonNetwork.room.PlayerCount > 1; if (PhotonNetwork.room.PlayerCount < 2) { this.remoteSelectionImage.color = new Color(1, 1, 1, 0); } // if the turn is not completed by all, we use a random image for the remote hand else if (this.turnManager.Turn > 0 && !this.turnManager.IsCompletedByAll) { // alpha of the remote hand is used as indicator if the remote player "is active" and "made a turn" PhotonPlayer remote = PhotonNetwork.player.GetNext(); float alpha = 0.5f; if (this.turnManager.GetPlayerFinishedTurn(remote)) { alpha = 1; } if (remote != null && remote.IsInactive) { alpha = 0.1f; } this.remoteSelectionImage.color = new Color(1, 1, 1, alpha); this.remoteSelectionImage.sprite = SelectionToSprite(randomHand); } } }
// Token: 0x0600B26A RID: 45674 RVA: 0x00415FAC File Offset: 0x004141AC protected void PINGNFLJAGB() { PhotonHandler.StopFallbackSendAckThread(); }