private void Start() { mg = GameObject.Find("MultiplayerGameManager").GetComponent <MultiplayerGameManager>(); MultiplayerGameTextBox.transform.Find("OKButton").GetComponent <Button>().onClick.AddListener(LeaveGame); MultiplayerGameTextBox.transform.Find("CancelButton").GetComponent <Button>().onClick.AddListener(CancelLeaveAttempt); SoundManager = GameObject.Find("SoundFX").GetComponent <SoundFX>(); }
public override void OnStartClient() { //base.OnStartClient(); string myPlayerID = PLAYER_TAG + "_" + netId.ToString(); MultiplayerGameManager.RegisterPlayer(myPlayerID, this); //OnTeamChanged(Team); }
private void Awake() { if (instance == null) { instance = this; Physics.gravity = new Vector3(0, -15f, 0); InstantiatePostProcessingProfiles(); } else { Destroy(gameObject); } }
private void Start() { #region Singleton Setup if (instance == null) { instance = this; } else { Destroy(this); } #endregion if (!PhotonNetwork.IsConnected) { //PhotonNetwork.OfflineMode = true; player2 = PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f, 0f, 25f), Quaternion.identity, 0); } else { // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate GameObject player = null; if (PlayerData.instance != null) { Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManager.GetActiveScene().name); player = PhotonNetwork.Instantiate(playerPrefabs[(int)PlayerData.instance.faction], new Vector3(0f, 0f, 0f), Quaternion.identity, 0); if (PhotonNetwork.IsMasterClient) { player1 = player; player1Faction = PlayerData.instance.faction; } else { photonView.RPC("RpcRegisterPlayer", RpcTarget.MasterClient, (int)PlayerData.instance.faction); player2 = player; foreach (GameObject item in GameObject.FindGameObjectsWithTag("Player")) { if (player2 != item) { player1 = item; } } } } } }
public override void SpawnPlayer(MultiplayerGameManager gm) { if (spawnpoints.Length < PhotonNetwork.PlayerList.Length) { Debug.LogError("Not enough spawnpoints for every player in the room."); } int idx = 0; foreach (Player p in PhotonNetwork.PlayerList) { if (p == PhotonNetwork.LocalPlayer) { gm.InstantiatePlayer(spawnpoints[idx]); return; } idx++; } //Fallback Debug.LogError("Faling back to spawn player at the first spawnpoint."); gm.InstantiatePlayer(spawnpoints[0]); }
// Start is called before the first frame update void Start() { gameManager = FindObjectOfType <GameManager>(); multiplayerGameManager = FindObjectOfType <MultiplayerGameManager>(); }
public void RpcDamagePlayer(int damage, string receiverID, string attackerID) { MultiplayerGameManager.GetPlayer(receiverID).TakeDamage(damage, attackerID); }
public void RpcGiveShield(int amount, string ID) { MultiplayerGameManager.GetPlayer(ID).ReceiveShield(amount); }
public void RpcGiveAttackerScore(string attackerID) { MultiplayerGameManager.GetPlayer(attackerID).AddScore(); }
public void RpcGivePlayerScore(string ID) { MultiplayerGameManager.GetPlayer(ID).AddScore(); }
public abstract void SpawnPlayer(MultiplayerGameManager gm);