public void initWinConText(GameInfo.WinCondition winCon) { string text = "Win Condition: "; switch (winCon) { case GameInfo.WinCondition.Freeplay: text = "Freeplay"; break; case GameInfo.WinCondition.FirstTo10: text += "First To 10 Points"; break; case GameInfo.WinCondition.FirstTo20: text += "First To 20 Points"; break; case GameInfo.WinCondition.MostAfter5: text += "Most Points After 5 Minutes"; timer.start(5 * 60); break; case GameInfo.WinCondition.MostAfter10: text += "Most Points After 10 Minutes"; timer.start(10 * 60); break; } winConText.text = text; }
/// <summary> /// Does NOT get called by Unity. /// Call this this method with base.NetworkStart() in "public override void NetworkStart()" /// </summary> public override void NetworkStart() { // Find Canvas & Network canvas = FindObjectOfType <LevelCanvasBehaviour>(); network = FindObjectOfType <Network>(); // Add concede button listener canvas.concedeButton.onClick.AddListener(OnConcedeButton); // Sound initSound(); if (IsServer) { // On Disconnect callback - end the game if a player disconnects NetworkingManager.Singleton.OnClientDisconnectCallback += clientDisconnectCallback; // Load in GameInfo created by lobby GameInfo gameInfo = FindObjectOfType <GameInfo>(); if (gameInfo != null) { useBot = gameInfo.useBot; winCon = gameInfo.winCon; Destroy(gameInfo); } initWinCon(); getPrefabs(); // Spawn Paddles & Ball spawnPaddles(); spawnBall(); // Init scores leftScore = 0; rightScore = 0; InvokeClientRpcOnEveryone(InitPlayerScores); } }
public void InitWinConOnClient(GameInfo.WinCondition winCon) { canvas.initWinConText(winCon); }