public void Init(Dictionary <string, ServerModel.User> inUserDic, ServerModel.User inCurrentUser) { for (int i = 0; i < inUserDic.Count; i++) { ServerModel.User data = inUserDic.ElementAt(i).Value; GenerateUser(data, data == inCurrentUser); } RegistEvent(); }
private void GenerateUser(ServerModel.User inData, bool isPlayer = false) { Character character = Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/Character")).GetComponent <Character>(); character.transform.SetParent(this.transform); character.Init(inData, isPlayer); _userObjects.Add(inData.name, character.gameObject); }
public void Init(ServerModel.User inUserData, bool inPlayer = false) { _userData = inUserData; _player = inPlayer; _txtName.text = _userData.name; this.name = _userData.name; this.transform.localPosition = _userData.position; if (_player) { Camera.main.transform.SetParent(this.transform); Camera.main.transform.localPosition = new Vector3(0, 0, -10); } }
public void OnGameStart() { string name = _userName.text; if (name.IsNullOrEmpty()) { return; } _currentUser = new ServerModel.User() { name = name, position = new Vector2(Random.Range(0, 1280) - 640, Random.Range(0, 720) - 360) }; _userDic.Add(_currentUser.name, _currentUser); SocketIO.SocketIOComponent.Instance.Emit(ServerMethod.USER_CONNECT, _currentUser.ToJSON()); }
public void OnJoin() { if (_waitJoin || string.IsNullOrEmpty(_nickNameInputField.text) || _txtWaitNetwork.text != "Connected") { return; } _waitJoin = true; _txtWaitNetwork.color = new Color(1, 0, 0); _txtWaitNetwork.text = "Wait Join Request"; ServerModel.User user = new ServerModel.User() { name = _nickNameInputField.text }; NetworkManager.it.Emit(ServerMethod.USER_CONNECT, user.ToJSON()); }