void Start() { gamestateTracker = FindObjectOfType <GamestateTracker>(); gamestateVehicleLookup = FindObjectOfType <GamestateVehicleLookup>(); vehicleNames = gamestateVehicleLookup.sortedVehicleNames; PlayerEntry playerEntry = gamestateTracker.players.Get((short)PhotonNetwork.LocalPlayer.ActorNumber); PlayerEntry.Role ourRole = (PlayerEntry.Role)playerEntry.role; ourTeamId = playerEntry.teamId; playerEntry.Release(); // get the team we are in TeamEntry teamEntry = gamestateTracker.teams.Get(ourTeamId); short driverId = teamEntry.driverId; short gunnerId = teamEntry.gunnerId; teamEntry.Release(); // if we are a gunner, check if the driver is a bot. // if so, get priority if (ourRole == PlayerEntry.Role.Gunner) { PlayerEntry driverEntry = gamestateTracker.players.Get(driverId); if (driverEntry.isBot) { priority = true; } driverEntry.Release(); } // if we are a driver, get priority if (ourRole == PlayerEntry.Role.Driver) { priority = true; } // assign other player id, only needed if the other player is human // hence we only check for if we are a driver if (priority && ourRole == PlayerEntry.Role.Driver) { // get gunner id PlayerEntry gunnerEntry = gamestateTracker.players.Get(gunnerId); otherId = gunnerEntry.id; gunnerEntry.Release(); } SetButtonsInteractable(priority); SetupButtons(); }
// Start is called before the first frame update void Start() { gamestateTracker = FindObjectOfType <GamestateTracker>(); gamestateVehicleLookup = FindObjectOfType <GamestateVehicleLookup>(); dropdown = GetComponent <Dropdown>(); dropdown.ClearOptions(); vehicleNames = gamestateVehicleLookup.sortedVehicleNames; List <Dropdown.OptionData> options = new List <Dropdown.OptionData>(); for (int i = 0; i < vehicleNames.Count; i++) { options.Add(new Dropdown.OptionData(vehicleNames[i])); } dropdown.AddOptions(options); selectedVehicle = vehicleNames[0]; }