public override void OnServerReady(NetworkConnection conn) { base.OnServerReady(conn); //raise our event OnServerReadied?.Invoke(conn); //If on server readied, invoke and pass a connection //know when a client is ready, called on server }
private void OnServerReadyLobby() { if (!IsLobbyReadyToStart()) { return; } OnServerReadied?.Invoke(); }
public override void OnServerReady(NetworkConnection conn) { base.OnServerReady(conn); if (SceneManager.GetActiveScene().name.StartsWith("Combat")) { OnServerReadied?.Invoke(conn); } // else if (SceneManager.GetActiveScene().name.StartsWith("Lobby")) // { // if (rondaAJugar > maxRondas) // { // GameEndedMessage msg = new GameEndedMessage(); // var tkconn = tokenConnection.Find(kvp => kvp.Value == conn); // int puesto = clasificacionOrdenada.FindIndex(p => p.Key == tkconn.Key); // msg.Puesto = puesto; // conn.Send<GameEndedMessage>(msg); // } // } }
public override void OnServerReady(NetworkConnection conn) { base.OnServerReady(conn); OnServerReadied?.Invoke(conn); }
public override void OnServerReady(NetworkConnection conn) // --------------- GAME ----------------- (SpawnPlayer function invoking) { base.OnServerReady(conn); OnServerReadied?.Invoke(conn); }
public override void OnServerReady(NetworkConnection conn) { Debug.Log("[LobbyNetworkManager] Client ready on server"); base.OnServerReady(conn); OnServerReadied?.Invoke(conn); }