public override void ChangePlayerQuality(int id, int newQuality) { if (newQuality < 1) { newQuality = 1; } else if (newQuality > 3) { newQuality = 3; } var playerCurrent = GetPlayerByID(id); GameObject newPrefab = GetSimulatedStudentAvatarByQuality(newQuality); NetworkedPlayerSimulator newPlayer = NetworkingManager.Instantiate(newPrefab, playerCurrent.transform.position, playerCurrent.transform.rotation, playerCurrent.transform.parent).GetComponent <NetworkedPlayerSimulator>(); newPlayer.id = playerCurrent.id; newPlayer.quality = newQuality; newPlayer.isSpeaking = playerCurrent.isSpeaking; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ players[players.IndexOf(playerCurrent)] = newPlayer; NetworkingManager.Destroy(playerCurrent.gameObject); }
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(); } }