IEnumerator LoadLevel(string level, int levelPrefix) { if (mgs.gamemenustate != NetworkMasterServer.menustate.ingame) { mgs.gamemenustate = NetworkMasterServer.menustate.ingame; Debug.Log("Loading level " + level + "with prefix " + levelPrefix); lastLevelPrefix = levelPrefix; Network.SetSendingEnabled(0, false); Network.isMessageQueueRunning = false; Network.SetLevelPrefix(levelPrefix); Application.LoadLevel(level); yield return(0); //new WaitForSeconds(1); Network.isMessageQueueRunning = true; Network.SetSendingEnabled(0, true); GameObject go = GameObject.Find("PlayerSpawn"); InstantiatePlayer io = (InstantiatePlayer)go.GetComponent(typeof(InstantiatePlayer)); io.SendMessage("InstantiatePlayerOnNetworkLoadedLevel", SendMessageOptions.RequireReceiver); } }
IEnumerator LoadLevel(string level, int levelPrefix) { // If we already loaded the level don't load it again if (mgs.gamemenustate != NetworkMasterServer.menustate.ingame) { mgs.gamemenustate = NetworkMasterServer.menustate.ingame; //Debug.Log("Loading level " + level + " with prefix " + levelPrefix); lastLevelPrefix = levelPrefix; // There is no reason to send any more data over the network on the default channel, // because we are about to load the level, because all those objects will get deleted anyway Network.SetSendingEnabled(0, false); // We need to stop receiving because first the level must be loaded. // Once the level is loaded, RPC's and other state update attached to objects in the level are allowed to fire Network.isMessageQueueRunning = false; // All network views loaded from a level will get a prefix into their NetworkViewID. // This will prevent old updates from clients leaking into a newly created scene. Network.SetLevelPrefix(levelPrefix); Application.LoadLevel(level); yield return(0); //new WaitForSeconds (1); yield return(0); //new WaitForSeconds (1); // Allow receiving data again Network.isMessageQueueRunning = true; // Now the level has been loaded and we can start sending out data Network.SetSendingEnabled(0, true); // Once the level is loaded we then need to instantiate our local player. To do that we // could use Network.Instantiate, but that only lets us send GameObject go = GameObject.Find("PlayerSpawn"); InstantiatePlayer io = (InstantiatePlayer)go.GetComponent(typeof(InstantiatePlayer)); io.SendMessage("InstantiatePlayerOnNetworkLoadedLevel", SendMessageOptions.RequireReceiver); } }
public TournamentEntrant(string name, InstantiatePlayer playerGenerator) { this.name = name; this.playerGenerator = playerGenerator; score = 0; }