private void OnSetNickname(NetworkConnection conn, SetupPlayerMessage message) { GameObject player = Instantiate(playerPrefab); LobbyPlayer lobbyPlayer = player.GetComponent <LobbyPlayer>(); //lobbyPlayer.nickname = message.nickname; NetworkServer.AddPlayerForConnection(conn, player); }
/// <summary> /// Called on the server when a network error occurs for a client connection. /// </summary> /// <param name="conn">Connection from client.</param> /// <param name="errorCode">Error code.</param> #endregion #region Client System Callbacks /// <summary> /// Called on the client when connected to a server. /// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para> /// </summary> /// <param name="conn">Connection to the server.</param> public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); SetupPlayerMessage setupPlayerMessage = new SetupPlayerMessage(); setupPlayerMessage.nickname = tempNickName; conn.Send(setupPlayerMessage); }
private void OnSetNickname(NetworkConnection conn, SetupPlayerMessage message) { clientIndex++; if (IsSceneActive(RoomScene)) { if (roomSlots.Count == maxConnections) { return; } allPlayersReady = false; GameObject newRoomGameObject = Instantiate(roomPlayerPrefab.gameObject); LobbyPlayer lobbyPlayer = newRoomGameObject.GetComponent <LobbyPlayer>(); lobbyPlayer.playerInfo.nickname = message.nickname; NetworkServer.AddPlayerForConnection(conn, newRoomGameObject); } else { OnRoomServerAddPlayer(conn); } }