// Start is called before the first frame update void Start() { _currentMoveTime = 0f; _currentPauseTime = 0f; var mainManager = GameObject.FindWithTag("MainManager"); _jgm = mainManager.GetComponent <JumperGameManager>(); }
void Start() { Instance = this; //if (playerPrefab == null) if (playerManagerPrefab == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this); } else { if (JumperPlayerManager.LocalPlayerInstance == null) { /* * Debug.Log("We are Instantiating LocalPlayer from " + Application.loadedLevelName); * // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate * * PhotonNetwork.InstantiateInRoomOnly = false; * * PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f, 5f, 0f), Quaternion.identity, 0); */ PhotonNetwork.InstantiateInRoomOnly = false; // Doesn't seem to work GameObject playerManager = PhotonNetwork.Instantiate(this.playerManagerPrefab.name, new Vector3(0f, 0f, 0f), Quaternion.identity, 0); if (!playerManager) { Debug.LogError("Failed to spawn playerManagerPrefab; Spawning now. Network connected status: " + PhotonNetwork.connected); playerManager = Instantiate(playerManagerPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); } playerManager.transform.parent = this.transform; } else { //Debug.Log("Ignoring scene load for " + Application.loadedLevelName); } } }
// Start is called before the first frame update void Start() { var mainManager = GameObject.FindWithTag("MainManager"); _jgm = mainManager.GetComponent <JumperGameManager>(); }