// Start is called before the first frame update void Start() { teamManager = FindObjectOfType <TeamManager>(); PLayersOnPoint = new List <string>(); pv = GetComponent <PhotonView>(); controlpointText.text = "noone on point"; punTeams = FindObjectOfType <PunTeams>(); }
void Start() { photonView = GetComponent <PhotonView> (); messages = new Queue <string> (messageCount); PhotonNetwork.logLevel = PhotonLogLevel.Full; PhotonNetwork.ConnectUsingSettings("1.0"); StartCoroutine("UpdateConnectionString"); punTeams = GetComponent <PunTeams>(); }
/// <summary>Switch that player's team to the one you assign.</summary> /// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks> /// <param name="player"></param> /// <param name="team"></param> public static void SetTeam(this PhotonPlayer player, PunTeams.Team team) { if (!PhotonNetwork.connectedAndReady) { Debug.LogWarning("JoinTeam was called in state: " + PhotonNetwork.connectionStateDetailed + ". Not connectedAndReady."); } PunTeams.Team currentTeam = PhotonNetwork.player.GetTeam(); if (currentTeam != team) { PhotonNetwork.player.SetCustomProperties(new Hashtable() {{PunTeams.TeamPlayerProp, (byte) team}}); } }
// Start is called before the first frame update void Start() { pv = GetComponent <PhotonView>(); team1text.text = team2text.text = string.Empty; punTeams = GetComponent <PunTeams>(); }
public void SwitchTeams( PunTeams.Team prefTeam = PunTeams.Team.none ) { int CurrentTeam = ( int )PhotonNetwork.player.GetTeam( ); if ( prefTeam == PunTeams.Team.none ) { CurrentTeam++; if ( CurrentTeam > 4 ) { CurrentTeam = 0; } //Skip none if ( CurrentTeam == 0 || ( PunTeams.Team )CurrentTeam == PunTeams.Team.none ) CurrentTeam++; } else { CurrentTeam = ( int )prefTeam; } //Set this player's team PhotonNetwork.player.SetTeam( ( PunTeams.Team )CurrentTeam ); }