// 나 제외 public void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer.Equals(null)) { return; } GameObject otherPlayer; //로컬플레이어가 아니면 로컬플레이어가 속한 팀에따라 좌우를 나눔 if (me.GetTeam() != photonPlayer.GetTeam()) { otherPlayer = Instantiate(enemyTeamPlayerPrefab); otherPlayer.transform.SetParent(enemyTeamViewPort.transform, false); } else { otherPlayer = Instantiate(ourTeamPlayerPrefab); otherPlayer.transform.SetParent(ourTeamViewPort.transform, false); } SelectListing selectListing = otherPlayer.GetComponent <SelectListing>(); selectListings.Add(selectListing); selectListing.PhotonPlayer = photonPlayer; selectListing.ApplyPhotonPlayer(photonPlayer); }
// 나 제외 public void PlayerJoinedRoom(PhotonPlayer photonPlayer) { if (photonPlayer.Equals(null)) { return; } GameObject SelectingPrefab; //로컬플레이어가 아니면 로컬플레이어가 속한 팀에따라 좌우를 나눔 if (LocalPlayer.GetTeam() != photonPlayer.GetTeam()) { SelectingPrefab = Instantiate(ChampSelectingPrefab_Enemy); SelectingPrefab.transform.SetParent(EnemyTeamViewPort.transform, false); } else { SelectingPrefab = Instantiate(ChampSelectingPrefab); SelectingPrefab.transform.SetParent(MyTeamViewPort.transform, false); } SelectListing selectListing = SelectingPrefab.GetComponent <SelectListing>(); selectListings.Add(selectListing); selectListing.PhotonPlayer = photonPlayer; selectListing.ApplyPhotonPlayer(photonPlayer); }
private void Start() { selectListings = new List <SelectListing>(); selectListings.Clear(); //로컬플레이어 프리팹 먼저 생성 me = PhotonNetwork.player; if (me.IsLocal) { // 프리팹 생성후 리스트 등록. 세팅 currentSelectingPrefab = Instantiate(ourTeamPlayerPrefab, ourTeamViewPort.transform, false); SelectListing selectListing = currentSelectingPrefab.GetComponent <SelectListing>(); selectListings.Add(selectListing); selectListing.PhotonPlayer = me; selectListing.ApplyPhotonPlayer(me); } //다른플레이어 리스트를 받아와서 플레이어 리스트 만큼 프리팹을 만듬 PhotonPlayer[] photonPlayers = PhotonNetwork.otherPlayers; for (int i = 0; i < photonPlayers.Length; i++) { PlayerJoinedRoom(photonPlayers[i]); } }