public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);

        RTSPlayer player = conn.identity.GetComponent <RTSPlayer>();

        Players.Add(player);

        player.SetDisplayName($"Player {Players.Count}");

        player.SetTeamColor(new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)));

        player.SetPartyOwner(Players.Count == 1);
    }
示例#2
0
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        //When Server adds player to scene e.g. Lobby now. Add player to player lobby list. Set team color & set party owner to the first person in lobby.
        //Calls normal spawn player logic. Then spawns the unit spawner in at spawnPoint for Server & over Network for clients.
        base.OnServerAddPlayer(conn);

        //Get player and create new random color
        RTSPlayer player = conn.identity.GetComponent <RTSPlayer>();

        Players.Add(player);

        //Sets the teams color when a player is added.
        player.SetTeamColor(new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)));

        //Sets the party owner as whoever is in lobby first.
        player.SetPartyOwner(Players.Count == 1);
    }
示例#3
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    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);

        //set player random color
        RTSPlayer player = conn.identity.GetComponent <RTSPlayer>();

        player.SetTeamColor(new Color(
                                Random.Range(0f, 1f),
                                Random.Range(0f, 1f),
                                Random.Range(0f, 1f)
                                ));

        GameObject unitSpawnerInstance = Instantiate(unitSpawnerPrefab, conn.identity.transform.position, conn.identity.transform.rotation);

        NetworkServer.Spawn(unitSpawnerInstance, conn);
    }
示例#4
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    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);

        RTSPlayer player = conn.identity.GetComponent <RTSPlayer>();

        player.SetTeamColor(new Color(
                                UnityEngine.Random.Range(0, 1f),
                                UnityEngine.Random.Range(0, 1f),
                                UnityEngine.Random.Range(0, 1f)
                                ));

        GameObject unitSpawner = Instantiate(unitSpawnerPf, conn.identity.transform.position,
                                             conn.identity.transform.rotation);

        NetworkServer.Spawn(unitSpawner, conn);
    }
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);

        RTSPlayer player = conn.identity.GetComponent <RTSPlayer>();

        Players.Add(player);

        player.SetDisplayName($"Player {Players.Count}");

        player.SetTeamColor(new Color(
                                UnityEngine.Random.value,
                                UnityEngine.Random.value,
                                UnityEngine.Random.value));

        // sets party owner to player connected first (host)
        player.SetPartyOwner(Players.Count == 1);
    }