Пример #1
0
    public void OnSpawnerReady(bool alreadyFinishedSceneSetup, SceneSpawner sceneSpawner)
    {
        if (!alreadyFinishedSceneSetup)
        {
            float positionX = Random.Range(-6.0f, 6.0f);
            float positionY = Random.Range(-6.0f, 6.0f);

            sceneSpawner.SpawnForPlayer(0, new Vector3(positionX, positionY, 0), Quaternion.identity);

            sceneSpawner.PlayerFinishedSceneSetup();
        }
    }
Пример #2
0
    public void OnSpawnerReady(bool finishedSetup, SceneSpawner sceneSpawne)
    {
        if (!finishedSetup)
        {
            if (NetworkClient.Instance.IsHost)
            {
                sceneSpawne.SpawnForPlayer(0, 0);
            }
            else
            {
                sceneSpawne.SpawnForPlayer(0, 1);
            }

            sceneSpawne.PlayerFinishedSceneSetup();
        }
    }
Пример #3
0
    // OnSpawnerReady(bool alreadySetup) method is added to handle the On Ready Event.
    public void OnSpawnerReady(bool alreadySetup, SceneSpawner sceneSpawner)
    {
        Debug.Log("OnSpawnerReady " + alreadySetup);

        // Check alreadySetup to see if the scene has been set up before.
        // If it is true, it means the player disconnected and reconnected to the game.
        // In this case, we should not spawn a new Player GameObject for the player.
        if (!alreadySetup)
        {
            // If alreadySetup is false, it means the player just started the game.
            // We randomly select a SpawnPoint and ask the SceneSpawner to spawn a Player GameObject.
            // we have 1 playerPrefabs so playerPrefabIndex is 0.
            // We have 4 spawnPoints so we generated a random int between 0 to 3.
            int spawnPointIndex = Random.Range(0, 3);
            sceneSpawner.SpawnForPlayer(0, spawnPointIndex);

            // Tell the spawner that we have finished setting up the scene.
            // alreadySetup will be true when SceneSpawn becomes ready next time.
            sceneSpawner.PlayerFinishedSceneSetup();
        }
    }
Пример #4
0
    // SceneSpanwer events
    public void OnSpawnerReady(bool finishedSceneSetup, SceneSpawner sceneSpawner)
    {
        // scene has not been set up. spawn a car for the local player.
        if (!finishedSceneSetup)
        {
            /*
             *  assign different spawn points for the players in the room
             *  This is okay for this tutorial as we only have 2 players in a room and we are not handling host migration.
             *  To properly assign spawn points, you should use roomPropertyAgent or custom room data.
             */
            if (NetworkClient.Instance.IsHost)
            {
                sceneSpawner.SpawnForPlayer(0, 1);
            }
            else
            {
                sceneSpawner.SpawnForPlayer(0, 0);
            }

            // tells the SceneSpawner the local player has finished scene setup.
            sceneSpawner.PlayerFinishedSceneSetup();
        }
    }
Пример #5
0
    public void OnSpawnerReady(bool alreadySetup, SceneSpawner sceneSpawner)
    {
        Debug.Log("OnSpawnerReady " + alreadySetup);

        if (!alreadySetup)
        {
            if (NetworkClient.Instance.IsHost)
            {
                GameObject go = sceneSpawner.SpawnForPlayer(0, 0);

                Debug.Log("OnSpawnerReady created GameObject" + go.name);
            }
            else
            {
                GameObject go = sceneSpawner.SpawnForPlayer(0, 1);

                Debug.Log("OnSpawnerReady created GameObject" + go.name);
            }


            sceneSpawner.PlayerFinishedSceneSetup();
        }
    }
Пример #6
0
 public void OnSpawnerReady(bool finishedSceneSetup, SceneSpawner sceneSpawner)
 {
     InvokeRepeating("Spawn", 0, SpawnInterval);
 }
Пример #7
0
 void Start()
 {
     sceneSpawner = GetComponent <SceneSpawner>();
 }