/// <summary> /// Initializes a new instance of the <see cref="GameEngine"/> class. /// </summary> /// <param name="map">The map.</param> public GameEngine(Constants.MAPS_IDS map, Constants.ROBOT_IDS robot) { _chatMessages = new List <string>(); _robotID = robot; _hasAlreadySpawned = false; _loadedCount = 0; _lostCount = 0; _playerSpawned = 0; _mapID = map; _lostList = new Stack <string>(); _network = GameObject.Find("NetworkManager").GetComponent <Networking>(); }
/// <summary> /// Loads the map. /// </summary> public void LoadScene(Constants.MAPS_IDS id) { _mapID = id; string name = Constants.MAP_SCENES_NAMES[(int)id]; Debug.Log(_playerCount + " - " + _playerSpawned); var w = GameObject.Find("WaitForGameStartCanvas"); if (w != null) { w.GetComponent <Canvas>().enabled = false; GameObject.Find("Loading").GetComponent <Canvas>().enabled = true; } SceneManager.LoadScene(name); }
/// <summary> /// Tries to create a room. /// </summary> private void createRoom() { Debug.Log("Creating a room"); string name = _roomNameInput.text; RoomInfo[] roomList = PhotonNetwork.GetRoomList(); int i = 0; for (; i < roomList.Length && roomList[i].Name != name; i++) { continue; } if (i != roomList.Length) { Debug.LogError("Room Already exists!"); return; } _mapID = chooseMap(); PhotonNetwork.playerName = _nicknameInput.text; PhotonNetwork.CreateRoom(_roomNameInput.text, getRoomOptions(), null); }