public void Start() { seeder = seederObj.GetComponent <PUN2_RoomController>(); int seed = getSeed(); Debug.Log("THIS IS FROM MAZE.CS" + seed); Random.InitState(seed); Debug.Log("THIS IS FROM MAZE.CS" + seed); tiles = new Tile[width * height]; for (int i = 0; i < width * height; i++) { tiles[i] = new Tile(); } edges = new List <Edge>(); spawnLeftRightBoundaries(); spawnUpDownBoundaries(); spawnInnerEdgesLeftRight(); spawnInnerEdgesUpDown(); StartCoroutine(removeEdgeCoroutine()); StartCoroutine(waiter()); }
// Use this for initialization void Awake() { animator = gameObject.GetComponent <Animator>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); rb = gameObject.GetComponent <Rigidbody2D>(); pauseMenu = GameObject.Find("PlayerSelect"); roomController = GameObject.Find("_RoomController").GetComponent <PUN2_RoomController>(); photonView = gameObject.GetComponent <PhotonView>(); //playerName = GetComponent<PhotonView>().Owner.NickName; bullets = new List <GameObject>(); foreach (GameObject projectile in weapon.bullets) { bullets.Add(projectile); } radius = weapon.radius; shootDelay = weapon.shootDelay; reloadTime = weapon.reloadTime; maxAmmo = weapon.maxAmmo; maxClip = weapon.maxClip; currentMaxAmmo = maxAmmo; currentClip = maxClip; reloadingText.text = ""; ammoText.text = maxClip + " / " + maxAmmo; timePassed = shootDelay; healthTransform = healthbar.GetComponent <RectTransform>(); minHealthbar = healthTransform.localPosition.x - healthTransform.rect.width; maxHealthbar = healthTransform.localPosition.x; HP = maxHP; playerName = GetComponent <PhotonView>().Owner.NickName; nameText.text = playerName; }
private void onGameEnd() { RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.All }; // You would have to set the Receivers to All in order to receive this event on the local client as well PhotonNetwork.RaiseEvent(GameOverCode, PUN2_RoomController.getNickname(), raiseEventOptions, SendOptions.SendReliable); PhotonNetwork.RemoveCallbackTarget(this); }
public void OnEvent(EventData photonEvent) { byte eventCode = photonEvent.Code; if (eventCode == GameOverCode) { Debug.Log("ROAD ROLLA DA"); StartCoroutine(waiter()); PUN2_RoomController.leaveRoom(); } }