// Unity editor calls this to make sure the inputs in the editor are correct void OnValidate() { if (minPlayers < 0) { minPlayers = 0; } if (minPlayers > maxPlayers) { minPlayers = maxPlayers; } if (m_LobbyPlayerPrefab != null) { var uv = m_LobbyPlayerPrefab.GetComponent <NetworkIdentity>(); if (uv == null) { m_LobbyPlayerPrefab = null; Debug.LogWarning("LobbyPlayer prefab must have a NetworkIdentity component."); } } if (m_GamePlayerPrefab != null) { var uv = m_GamePlayerPrefab.GetComponent <NetworkIdentity>(); if (uv == null) { m_GamePlayerPrefab = null; Debug.LogWarning("GamePlayer prefab must have a NetworkIdentity component."); } } }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); var conn = lobby.GetComponent <NetworkIdentity>().connectionToClient; respawn sync_team = gamePlayer.GetComponent <respawn>(); createHouses create = gamePlayer.GetComponent <createHouses>(); create.numOfPlayers = lobby.playersNum; sync_team.team = lobby.dropDown.value; if (lobby.playerPrefab == 0) { // Destroy(gamePlayer); //var player = Instantiate<GameObject>(Player2, Vector3.zero, transform.rotation); // player = null; // player = (GameObject)Instantiate(Player2, Vector3.zero, Quaternion.identity); sync_team.playerPrefab = 0; // Destroy(lobby.GetComponent<NetworkIdentity>().gameObject); // NetworkServer.ReplacePlayerForConnection(conn, player, 0); // NetworkServer.ReplacePlayerForConnection(gamePlayer.GetComponent<NetworkConnection>(), player, 0); } else { sync_team.playerPrefab = 1; // Destroy(gamePlayer); // player = null; /* var player = Instantiate<GameObject>(Player1, Vector3.zero, transform.rotation); * // player = (GameObject)Instantiate(Player1, Vector3.zero, Quaternion.identity); * Player_Sync sync_team = player.GetComponent<Player_Sync>(); * sync_team.team = lobby.dropDown.value; * sync_team.playerPrefab = 0; * Destroy(lobby.GetComponent<NetworkIdentity>().gameObject); * NetworkServer.ReplacePlayerForConnection(conn, player, 0); * print("hii");*/ //Destroy(gamePlayer.GetComponent<NetworkIdentity>().gameObject); // NetworkServer.ReplacePlayerForConnection(gamePlayer.GetComponent<NetworkIdentity>().connectionToClient, player, 0); } //Debug.Log(lobby.dropDown.value + " prefab: "+ lobby.playerPrefab); // this.player = gamePlayer; // this.myManager = manager; // Debug.Log(lobby.playerName); }