public Player(QueryProcessor.PlayerInfo info, GameObject template, GameObject parent, int id) { this.playerInfo = info; this.record = UnityEngine.Object.Instantiate <GameObject>(template, parent.transform).GetComponent <PlayerRecord>(); this.record.gameObject.transform.localScale = Vector3.one; this.record.Setup(id, (!(this.playerInfo.instance == null)) ? ("Player: " + this.playerInfo.instance.GetComponent <NicknameSync>().myNick) : "(unconnected)"); }
public static QueryProcessor.PlayerInfo[] _ReadArrayPlayerInfo_None(NetworkReader reader) { int num = (int)reader.ReadUInt16(); if (num == 0) { return(new QueryProcessor.PlayerInfo[0]); } QueryProcessor.PlayerInfo[] array = new QueryProcessor.PlayerInfo[num]; for (int i = 0; i < num; i++) { array[i] = GeneratedNetworkCode._ReadPlayerInfo_QueryProcessor(reader); } return(array); }
public static void _WritePlayerInfo_QueryProcessor(NetworkWriter writer, QueryProcessor.PlayerInfo value) { writer.Write(value.address); writer.Write(value.instance); writer.Write(value.time); }