public static void UpdateZoneState(Packet packet) { var zoneToUpdate = packet.ReadInt(); var team = packet.ReadInt(); LoadingSceneScript.UpdateZoneState(zoneToUpdate, team); }
public static void SpawnPlayer(Packet _packet) { var id = _packet.ReadInt(); var pick = _packet.ReadInt(); var position = _packet.ReadVector3(); LoadingSceneScript.SpawnPlayer(id, pick, position); //GameManager.Instance.SpawnPlayer(id, position, rotation); }
public static void HandleZoneUpdate(Packet _packet) { var z1 = _packet.ReadInt(); var z2 = _packet.ReadInt(); var z3 = _packet.ReadInt(); var z4 = _packet.ReadInt(); var z7 = _packet.ReadInt(); if (LoadingSceneScript != null) { LoadingSceneScript.SetText(z1, z2, z3, z4, z7); } }
private void Awake() { DontDestroyOnLoad(gameObject); if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } _firstLoading = SceneManager.LoadSceneAsync(SceneManager.sceneCountInBuildSettings - 1, LoadSceneMode.Additive); _newScene = SceneManager.sceneCountInBuildSettings - 1; StartCoroutine(AfterFirstSceneLoaded()); }
public static void HandleDeath(Packet _packet) { var whoToDie = _packet.ReadInt(); var deathTimer = _packet.ReadFloat(); var deathCount = _packet.ReadInt(); if (whoToDie == Constants.ServerID) { LoadingSceneScript.HandleLocalDeath(deathTimer, deathCount); } else { if (TeamMates.ContainsKey(whoToDie)) { LoadingSceneScript.HandleTeamMateDeath(whoToDie, deathTimer, deathCount); } else { LoadingSceneScript.HandleEnemyDeath(whoToDie, deathTimer, deathCount); } } }