Пример #1
0
    private void Start()
    {
        Instance = this;

        if (PhotonNetwork.IsMasterClient)
        {
            start_button.SetActive(true);
        }

        if (allPlayers == null)
        {
            Debug.LogError("<Color=Red><a>Missing</a></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this);
        }
        else
        {
            // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
            if (PlayerMovement.LocalPlayerInstance == null)
            {
                Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManagerHelper.ActiveSceneName);


                //                thiscount = PhotonNetwork.CountOfPlayers - 1;
                //thisobj = allcharacters[PhotonNetwork.CountOfPlayers - 1];

                //                PhotonNetwork.Instantiate(allcharacters[(PhotonNetwork.CountOfPlayersInRooms)%allcharacters.Count].name, spawnpt.transform.position, Quaternion.identity, 0);
                PlayerIns();
                PhotonNetwork.Instantiate(thisobj, spawnpt.transform.position, Quaternion.identity, 0);
            }
        }
    }
Пример #2
0
 public override void OnEnable()
 {
     if (gameManager == null)
     {
         gameManager = this;
     }
 }
    private void Start()
    {
        Instance = this;

        Debug.LogAssertionFormat("Local Player is MasterClient: {0}", PhotonNetwork.IsMasterClient);

        if (PhotonNetwork.IsMasterClient && NetworkedPlayerControllerPhoton.localPlayerInstance == null)
        {
            PhotonNetwork.Instantiate(redRobot.name, Spawns[0].transform.position, Quaternion.identity, 0);
        }
        else if (NetworkedPlayerControllerPhoton.localPlayerInstance == null)
        {
            PhotonNetwork.Instantiate(blueRobot.name, Spawns[1].transform.position, Quaternion.identity * Quaternion.Euler(0f, 180f, 0f), 0);
        }
    }