void Awake() { if (null == singleton) { singleton = this; } }
private void OnSceneChanged(SceneChangedInfo info) { if (TeamManager.FFA) { if (this.spawnPlayerWhenSceneChanges) { PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ()); } } }
private void OnLoggedIn() { if (TeamManager.FFA) { if (this.spawnPlayerWhenHeLogsIn) { PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ()); } } }
public GameObject CreateGameObjectForPlayer(Vector3 pos, Quaternion q) { Player player = this; var go = PlayingObjectSpawner.CreateGameObjectForPlayer(player, pos, q); if (null == go) { return(null); } NetworkServer.Spawn(go); // this must be set AFTER the object is spawned, because 'playerGameObject' is a syncvar player.PlayerGameObject = go; this.PreparePlayerObject(); // do specific stuff for bots if (this.IsBot()) { // Bot's object needs to be spawned explicitly, because he has no connection to // add player to. NetworkServer.Spawn(go); } if (player.conn != null) { // check if object already exists for this connection... NetworkServer.ReplacePlayerForConnection(player.conn, player.controllingObject, 1); } return(player.controllingObject); }
void OnLoggedIn() { PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ()); }
void OnSceneChanged(SceneChangedInfo info) { PlayingObjectSpawner.MarkPlayerForSpawning(this.GetComponent <Player> ()); }