}// Awake #region Photon Messages /// <summary> /// compose this message to dispatch the associated global Fsm Event. /// TOFIX: The problem is, It's called before Fsm are instanciated, so I had to implement a slight delay... /// </summary> public void OnPhotonInstantiate(PhotonMessageInfo info) { _lastCallbackInfo = info; if (debug) { if (!info.Equals(new PhotonMessageInfo())) { if (info.Sender != null) { Debug.Log("PlayMaker Photon proxy:OnPhotonInstantiate " + info.Sender.NickName); } else { Debug.Log("PlayMaker Photon proxy:OnPhotonInstantiate with no sender info"); } } else { Debug.Log("PlayMaker Photon proxy:OnPhotonInstantiate with no PhotonMessageInfo"); } } // TOFIX: if we found a better solution, I am all up for it... How stable this can be if framerate is low for example? Invoke("sendPhotonInstantiationFsmEvent", 0.1f); }// OnPhotonInstantiate
} // Awake #region Photon Messages /// <summary> /// compose this message to dispatch the associated global Fsm Event. /// TOFIX: The problem is, It's called before Fsm are instanciated, so I had to implement a slight delay... /// </summary> void OnPhotonInstantiate(PhotonMessageInfo info) { if (debug) { if (!info.Equals(new PhotonMessageInfo())) { if (info.sender != null) { Debug.Log("PLayMaker Photon proxy:OnPhotonInstantiate " + info.sender.NickName); } else { Debug.Log("PLayMaker Photon proxy:OnPhotonInstantiate with no sender info"); } } else { Debug.Log("PLayMaker Photon proxy:OnPhotonInstantiate with no PhotonMessageInfo"); } } if (fsmProxy == null) { Debug.LogWarning("FsmProxy is null"); return; } // TOFIX: if we found a better solution, I am all up for it... How stable this can be if framerate is low for example? Invoke("sendPhotonInstantiationFsmEvent", 0.1f); } // OnPhotonInstantiate