// TODO: This should be updated to return to the game client when that is complete // Currently it just uses the logic in the game lobby to return to that and if the host presses on it, both players return to the lobby void OnClick() { if (localPlayer && state == State.OVER) { NetworkRoomManager networkRoomManager = FindObjectOfType <NetworkRoomManager>(); networkRoomManager.ServerChangeScene(networkRoomManager.RoomScene); } }
public void onStartGamelButton() { NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; Room ui = room.roomSlots[0].gameObject.GetComponent <Room>(); ui.ShowStartButton(false); room.ServerChangeScene(room.GameplayScene); }
private IEnumerator EndGame() { yield return(new WaitForSeconds(10f)); NetworkRoomManager nm = NetworkManager.singleton as NetworkRoomManager; nm.ServerChangeScene(nm.RoomScene); }
public void CmdStartGame() { if (!isHost) { return; } NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager; if (room == null) { return; } /*if (!room.allPlayersReady) * return;*/ room.ServerChangeScene(room.GameplayScene); }
public void StartGame() { _networkManager.ServerChangeScene(_networkManager.GameplayScene); }