void updatePlayers() { Debug.Log("updating players"); int numberOfPlayers = 0; multiplayerInfo.UpdateSharedInfo(); numberOfPlayers = UnityClient.numberOfPlayers; Debug.Log(numberOfPlayers); Debug.Log(multiplayerInfo.sharedDataString); if (UnityClient.gameStarted == "1" && SceneManager.GetActiveScene().name == "Lobby") { SceneManager.LoadScene("gameScene"); } if (numberOfPlayers > 0) { player1.text = "Green Player"; } else { player1.text = ""; } if (numberOfPlayers > 1) { player2.text = "Red Player"; } else { player2.text = ""; } if (numberOfPlayers > 2) { player3.text = "Blue Player"; } else { player3.text = ""; } if (numberOfPlayers > 3) { player4.text = "Yellow Player"; } else { player4.text = ""; } }
// Use this for initialization void Start() { multiplayerInfo = (UnityClient)GameObject.FindObjectOfType <UnityClient>(); ishost = UnityClient.isHost; if (ishost) { TurnManager.thisPlayer = 1; } else { button.SetActive(false); multiplayerInfo.UpdateSharedInfo(); TurnManager.thisPlayer = UnityClient.numberOfPlayers; } Debug.Log(ishost); }