示例#1
0
    // Start is called before the first frame update
    void Start()
    {
        countdownTimer = COUNTDOWN_LENGTH;
        curEvent       = EVENT_NONE;
        lastEvent      = EVENT_NONE;
        eventParams    = 0;
        DontDestroyOnLoad(this.gameObject);
        if (isServer)
        {
            playerObjects = new GameObject[] { null, null, null, null, null, null, null, null };
        }
        else
        {
            playerObjects  = null;
            networkManager = null;
        }
        spawnManager = null;
        localClient  = GameObject.FindObjectOfType <NeonHeightsLobbyClient2>();

        connectionId    = -1;
        numberOfPlayers = 0;
        nextLevel       = "random";
        gameStarted     = false;
        playerConnectionIDs.Callback += OnPlayerConnectionIDsUpdated; //SyncList.Callback is called the variable is changed
        //on the server
    }
示例#2
0
    public Vector3 GetPlayerSpawn(int pNum)
    {
        if (spawnManager == null)
        {
            spawnManager = GameObject.FindObjectOfType <NeonHeightsSpawnManager>();
        }

        Player curPlayer = null;

        foreach (Player player in players)
        {
            if (player.playerNum == pNum)
            {
                curPlayer = player;
                break;
            }
        }

        Vector3 toReturn = spawnManager.GetNextSpawn(curPlayer.team);

        return(toReturn);
    }
 // Start is called before the first frame update
 void Start()
 {
     Destroy(gameObject.GetComponent <SpriteRenderer>());
     spawnManager = GameObject.FindObjectOfType <NeonHeightsSpawnManager>();
     spawnManager.RegisterSpawn(this);
 }