//! //! Called from spawned players when client is connected and after ownership message from server arrived //! public void RegisterPlayer(NetworkPlayerBase player) { if (userNotPresent) { userNotPresent.SetActive(false); } player.OnPlayerRestingChanged.AddListener(handlePlayerResting); }
//! //! On all spawned players call ForceRotation //! TODO make a generic function //! @param rot rotation to be set //! public void RpcCallToAll(Quaternion rot) { foreach (KeyValuePair <NetworkInstanceId, NetworkIdentity> pair in NetworkServer.objects) { if (pair.Value.gameObject != null) { NetworkPlayerBase player = pair.Value.gameObject.GetComponent <NetworkPlayerBase>(); if (player != null) { player.ForceRotationOnClient(rot); } } } }