#pragma warning restore CS0618 public void SuggestPower(string power) { NetPower np = new NetPower { Suggestion = power }; SendToServer(np); }
private void AddPowerToPool(int connId, NetMsg msg) { CurrentPowers++; NetPower np = (NetPower)msg; ps.AddPowerToPool(np.Suggestion); GameObject.Find("/Canvases").GetComponent <ConnectionMenu>() .IncrementUserSuggestions(connId); }
#pragma warning restore CS0618 public void AssignPowersAndStartGame() { ps.Randomize(); int totalNumOfPowers = ps.Count(); // Send to GM for first pick for (int i = 0; i < 4; i++) { string item = ps.PopItem(); Debug.Log($"Sending {item} to GM"); Player.Instance.AddPower(item); } NetAllPowersIn napi = new NetAllPowersIn(); for (int connId = 1; connId <= currentConnections; connId++) { for (int j = 0; j < 4; j++) { string item = ps.PopItem(); Debug.Log($"Sending {item} to {connId}"); NetPower np = new NetPower { Suggestion = item }; SendToClient(0, connId, np); } SendToClient(0, connId, napi); } Debug.Log("Finished Sending Items"); // Switch GM canvas var canvases = GameObject.Find("/Canvases").GetComponent <CanvasSwitcher>(); Player.Instance.SetPowers(); canvases.SwitchCanvas(canvases[1]); Debug.Log("Switched GM Canvas"); // Stop checking if players are ready playing = true; Debug.Log("Stopping player ready check"); // Stop broadcasting canvases.GetComponent <NewConnections>().ToggleConnections(false); Debug.Log("Stopping broadcast"); }