public void SetupCursorColor(WebSocket webSocket) { PlayerColorMessage msg = new PlayerColorMessage(); msg.userID = userID; msg.type = "playerColor"; msg.hexColor = cursorColor;//just send a color so it doesnt break //Debug.Log("MESSAGE HEX: " + msg.hexColor); webSocket.Send(JsonUtility.ToJson(msg)); }
public override void OnServerAddPlayer(NetworkConnection conn) { if (modoServidor == ServidorPartida) { if (SceneManager.GetActiveScene().path == lobbyScene && rondaAJugar <= maxRondas) { RoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab); if (indexColoresServidor < maxPlayers) { PlayerColorMessage msg = new PlayerColorMessage(); msg.Color = coloresServidor[indexColoresServidor]; indexColoresServidor++; conn.Send <PlayerColorMessage>(msg); } NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); // Esto se encarga de spawnearlo en todos los clientes también RoomPlayers.Add(roomPlayerInstance); if ((numPlayers == maxPlayers && rondaAJugar < maxRondas) || (numPlayers == maxPlayers / 2 && rondaAJugar == maxRondas)) { NextRound(); } } } else if (modoServidor == ServidorCombate) { if (SceneManager.GetActiveScene().path == lobbyScene) { RoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab); NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); // Esto se encarga de spawnearlo en todos los clientes también RoomPlayers.Add(roomPlayerInstance); if (numPlayers == maxPlayers) { StartGame(); } } } }
private void OnClientPlayerColorMessage(PlayerColorMessage msg) { print("Color obtenido: " + msg.Color); colorJugador = msg.Color; }