void RPC_addListTimeOut(string namePlayer, int actorNumber, float timeSend) { float lag = (float)PhotonNetwork.Time - timeSend; GameObject timOutObj = Instantiate(m_playerTimeoutPrefabs, m_playerTimeOutTransform); PlayerTimeOut timeOut = timOutObj.GetComponent <PlayerTimeOut>(); timeOut.SetPlayer(namePlayer, actorNumber); timeOut.SetPauseTimer(true, lag); m_listPlayerTimeOut.Add(timeOut); Pause(); }
void RPC_updateListTimeOut(int actorNumber, float timeSend, int length, int[] listActorNumber, string[] listName, float[] listTime) { if (PhotonNetwork.LocalPlayer.ActorNumber != actorNumber) { return; } float lag = (float)PhotonNetwork.Time - timeSend; for (int i = 0; i < length; i++) { GameObject timOutObj = Instantiate(m_playerTimeoutPrefabs, m_playerTimeOutTransform); PlayerTimeOut timeOut = timOutObj.GetComponent <PlayerTimeOut>(); timeOut.SetPlayer(listName[i], listActorNumber[i]); timeOut.SetPauseTimer(true, lag + listTime[i]); m_listPlayerTimeOut.Add(timeOut); } Pause(); }