private void ReceivePawnDeath() { if (Possession != null) { Possession.OnDeath -= ReceivePawnDeath; Possession = null; PossessedCharacterViewID = uLink.NetworkViewID.unassigned; } }
public void Awake() { DontDestroyOnLoad(this); PossessedCharacterViewID = uLink.NetworkViewID.unassigned; LastGUIDebugPositions = new WeakDictionary<PlayerScript, Vector2>(); // Ladies and gentlemen, the great and powerful Unity wasMine = networkView.isMine; if (networkView.isMine) { Name = PlayerPrefs.GetString("username", "Anonymous"); // TODO will obviously send messages to server twice if there are two local players, fix Relay.Instance.MessageLog.OnMessageEntered += ReceiveMessageEntered; Relay.Instance.MessageLog.OnCommandEntered += ReceiveCommandEntered; } }