Пример #1
0
        public static UpdatePlayerMessage FromPlayer(Player player)
        {
            uint netId = 0;

            if (player.NetworkIdentity != null)
            {
                netId = player.NetworkIdentity.netId.Value;
            }
            return(new UpdatePlayerMessage {
                ID = player.ID,
                TypeID = player.Type.ID,
                Selection = PlayerSelectionMessage.FromSelection(player.Selection),
                GameObjectNetId = netId
            });
        }
Пример #2
0
 public override void OnClientConnect(NetworkConnection conn)
 {
     if (!clientLoadedScene)
     {
         // Ready/AddPlayer is usually triggered by a scene load completing. if no scene was loaded, then Ready/AddPlayer it here instead.
         ClientStarted.Then(() => {
             Log.Debug("Client connecting");
             ClientScene.Ready(conn);
             foreach (var player in PlayerManager.LocalPlayers.Where(p => p.Type.IsActive))
             {
                 ClientScene.AddPlayer(conn, localPlayerCount, PlayerSelectionMessage.FromSelection(player.Selection));
                 localPlayerCount++;
             }
         });
     }
 }