public override void OnReadyNewPlayer() { Debug.Log("OnReadyNewPlayer"); var prefab = (GameObject)Resources.Load("Cube"); foreach (var p in OpenRelayClient.PlayerList.OrderBy(p => p.ID)) { // プレハブからインスタンスを生成 var transform = GetCradle(p.ID); var c = UnityEngine.Object.Instantiate(prefab, transform.position, Quaternion.identity); var cube = c.GetComponent<Cube>(); cubeList.TryAdd(p.ID.ToString(), c); if (p.ID == OpenRelayClient.Player.ID) { currentObjectId = OpenRelayClient.AllocateObjectId(); cube.Initialize(true, (UInt16)p.ID, autoRolling); cube.SwitchVoice(useVoice); var micorophoneIndex = 0; if (useVoice) c.GetComponent<VoiceRecorder>().StartRecorder((UInt16)p.ID, 2, micorophoneIndex); } else { cube.Initialize(false, (UInt16)p.ID, false); cube.SwitchVoice(useVoice); if (useVoice) c.GetComponent<VoicePlayer>().StartPlayer((UInt16)p.ID, 2); } c.SetActive(true); } OpenRelayClient.IsMessageQueueRunning = true; StartCoroutine(CallSyncHeartbeat()); }
public override void OnReadyNewPlayer() { Debug.Log("OnReadyNewPlayer"); var prefab = (GameObject)Resources.Load("Cube"); foreach (var p in OpenRelayClient.PlayerList) { // プレハブからインスタンスを生成 var c = UnityEngine.Object.Instantiate(prefab, new Vector3(-7f + p.ID, 0f, 1f + p.ID), Quaternion.identity); if (p.ID == OpenRelayClient.Player.ID) { currentObjectId = OpenRelayClient.AllocateObjectId(); c.GetComponent <VoiceRecorder>().StartRecorder((UInt16)p.ID, 1); } else { c.GetComponent <VoicePlayer>().StartPlayer((UInt16)p.ID, 1); } cubeList.TryAdd(p.ID.ToString(), c); c.SetActive(true); } OpenRelayClient.IsMessageQueueRunning = true; StartCoroutine(CallRaiseEvent()); }