internal void ServerLaunched(ServerRoomToken sessionToken) { serverRoomToken = sessionToken; if (HasClientLogic) { CreatePlayer(); } EventHandler.ExecuteEvent(this, GameEvents.ServerLaunched); }
public override void SceneLoadLocalDone(string map, IProtocolToken token) { base.SceneLoadLocalDone(map, token); if (BoltNetwork.IsConnected) { World.MapManager.InitializeLoadedMap(1); EventHandler.ExecuteEvent(photon, GameEvents.ServerMapLoaded, (ServerRoomToken)token); } }