public virtual void PlayerConnect(int Player, bool isTeacher) { var loadedPlayer = GetPlayer(isTeacher); Player instantiatedPlayer = NetworkingManager.Instantiate(loadedPlayer).GetComponent <Player>(); instantiatedPlayer.id = NetworkingManager.GetNewPlayerID(); teacherId = instantiatedPlayer.id; players.Add(instantiatedPlayer); NetworkingManager.rigsData.Add(instantiatedPlayer.id, instantiatedPlayer.GetRigData()); //if seat system was implemented positon would be updated here //insead it is implemnted in the override in MultiplayerRoomSimulator.cs // //instantiatedPlayer.transform.position = GetSeatPositon(); //instantiatedPlayer.transform.localRotation *= GetSeatRotation(); }
public override void PlayerConnect(int id, bool isTeacher) { var loadedPlayer = GetSimulatedPlayer(isTeacher); Player instantiatedPlayer = NetworkingManager.Instantiate(loadedPlayer).GetComponent <Player>(); instantiatedPlayer.id = NetworkingManager.GetNewPlayerID(); teacherId = instantiatedPlayer.id; players.Add(instantiatedPlayer); NetworkingManager.rigsData.Add(instantiatedPlayer.id, instantiatedPlayer.GetRigData()); //to be replaced by a seat system where the enviornement puts forth a list of available seats in the enviorment //and moves the player at an available seat or one they choose before/while connected if (!isTeacher) { players[players.Count - 1].transform.position = GetSeatPositon(); players[players.Count - 1].transform.localRotation *= GetSeatRotation(); } }
protected override void Start() { if (debugAsTeacher) { base.PlayerConnect(NetworkingManager.GetNewPlayerID(), true); } else { PlayerConnect(NetworkingManager.GetNewPlayerID(), true); } DebugPlayer = players[players.Count - 1]; int playerIndex = Random.Range(0, numSimulatedStudents); if (debugAsTeacher) { playerIndex = -1; } base.Start(); for (int i = 1; i < numSimulatedStudents + 1; i++) { if (playerIndex.Equals(i)) { base.PlayerConnect(NetworkingManager.GetNewPlayerID(), false); players[players.Count - 1].transform.position = GetSeatPositon(); players[players.Count - 1].transform.rotation *= GetSeatRotation(); DebugPlayer = players[players.Count - 1]; } else { PlayerConnect(NetworkingManager.GetNewPlayerID(), false); } } }