Пример #1
0
    public void SendLobbyInfoMessage(bool _hasPlayer0, string _player0transformName, string _player0Nickname,
                                     bool _hasPlayer1, string _player1transformName, string _player1Nickname,
                                     bool _hasPlayer2, string _player2transformName, string _player2Nickname,
                                     bool _hasPlayer3, string _player3transformName, string _player3Nickname,
                                     bool _hasPlayer4, string _player4transformName, string _player4Nickname,
                                     bool _hasPlayer5, string _player5transformName, string _player5Nickname)
    {
        LobbyInfoMessage _msg = new LobbyInfoMessage()
        {
            hasPlayer0           = _hasPlayer0,
            player0transformName = _player0transformName,
            player0Nickname      = _player0Nickname,

            hasPlayer1           = _hasPlayer1,
            player1transformName = _player1transformName,
            player1Nickname      = _player1Nickname,

            hasPlayer2           = _hasPlayer2,
            player2transformName = _player2transformName,
            player2Nickname      = _player2Nickname,

            hasPlayer3           = _hasPlayer3,
            player3transformName = _player3transformName,
            player3Nickname      = _player3Nickname,

            hasPlayer4           = _hasPlayer4,
            player4transformName = _player4transformName,
            player4Nickname      = _player4Nickname,

            hasPlayer5           = _hasPlayer5,
            player5transformName = _player5transformName,
            player5Nickname      = _player5Nickname,
        };

        NetworkManager.singleton.client.Send(lobby_info_msg, _msg);

        canSendNetworkMessage = false;
    }
Пример #2
0
    //recebe do servidor info dos outros players no lobby
    private void OnReceiveLobbyInfoMessage(NetworkMessage _message)
    {
        LobbyInfoMessage _msg = _message.ReadMessage <LobbyInfoMessage>();

        gameStateManagerObj.GetComponent <GameStateManager>().updateLobby(_msg);
    }
Пример #3
0
    public void updateLobby(LobbyInfoMessage msg)
    {
        teamRedPlayerCount    = 0;
        teamBluePlayerCount   = 0;
        teamYellowPlayerCount = 0;

        if (msg.hasPlayer0)
        {
            teamRedPlayers[0] = Manager.Instance.ConnectedPlayers[msg.player0transformName].gameObject;
            teamRedPlayerCount++;
        }
        else
        {
            teamRedPlayers[0] = null;
        }

        if (msg.hasPlayer1)
        {
            teamRedPlayers[1] = Manager.Instance.ConnectedPlayers[msg.player1transformName].gameObject;
            teamRedPlayerCount++;
        }
        else
        {
            teamRedPlayers[1] = null;
        }

        if (msg.hasPlayer2)
        {
            teamBluePlayers[0] = Manager.Instance.ConnectedPlayers[msg.player2transformName].gameObject;
            teamBluePlayerCount++;
        }
        else
        {
            teamBluePlayers[0] = null;
        }

        if (msg.hasPlayer3)
        {
            teamBluePlayers[1] = Manager.Instance.ConnectedPlayers[msg.player3transformName].gameObject;
            teamBluePlayerCount++;
        }
        else
        {
            teamBluePlayers[1] = null;
        }

        if (msg.hasPlayer4)
        {
            teamYellowPlayers[0] = Manager.Instance.ConnectedPlayers[msg.player4transformName].gameObject;
            teamYellowPlayerCount++;
        }
        else
        {
            teamYellowPlayers[0] = null;
        }

        if (msg.hasPlayer5)
        {
            teamYellowPlayers[1] = Manager.Instance.ConnectedPlayers[msg.player5transformName].gameObject;
            teamYellowPlayerCount++;
        }
        else
        {
            teamYellowPlayers[1] = null;
        }
    }
Пример #4
0
    private void OnReceiveLobbyInfoMessage(NetworkMessage _message)
    {
        LobbyInfoMessage _msg = _message.ReadMessage <LobbyInfoMessage>();

        NetworkServer.SendToAll(lobby_info_msg, _msg);
    }