public void Rpc_Init() { if (isLocalPlayer) { MyUIMain.Init(); MyUIMain.SetActiveDealBtn(isServer); } }
void InitPlayerWithServer() { for (int i = 0; i < _players.Count; i++) { Player player = _players[i]; if (NetworkServer.active) { NetworkServer.Spawn(MyUIMain.InitUIPlayer(player)); } } }
public void RemoveCard_toPlayCards(CardStruct card) { for (int i = 0; i < PlayCards.Count; i++) { CardStruct item = PlayCards[i]; if (item.UID == card.UID) { PlayCards.RemoveAt(i); MyUIMain.SetLabelChooseCards(PlayCards.Count); return; } } }
public void AddCard_toPlayCards(CardStruct card) { for (int i = 0; i < PlayCards.Count; i++) { CardStruct item = PlayCards[i]; if (item.UID == card.UID) { return; } } PlayCards.Add(card); MyUIMain.SetLabelChooseCards(PlayCards.Count); }
void Init() { if (isServer) { InitWithServer(); } if (isLocalPlayer) { MyUIMain.Init(); MyUIMain.SetActiveDealBtn(isServer); } InitUIPlayers(); }
// Use this for initialization void Start() { if (isLocalPlayer) { MyUIMain.Init(); MyUIMain.SetActiveDealBtn(isServer); } if (MyUIPlayer == null) { MyUIPlayer = gameObject.GetComponent <UIPlayer>(); } MyUIMain._playerGrid.AddChild(transform); transform.localScale = Vector3.one; MyUIPlayer.Init(playerName, IconIndex.ToString()); MyUIMain._playerGrid.Reposition(); if (NetworkGameManager.sInstance != null) {//we MAY be awake late (see comment on _wasInit above), so if the instance is already there we init Init(); } }
public void Rpc_InitUIPlayer() { MyUIMain.InitUIPlayer(this); }