/// <summary> /// MonoBehaviour method called on GameObject by Unity during early initialization phase. /// </summary> protected override void Awake() { // This test allows this component to be used in UNET scenes without breaking anything. if (MasterNetAdapter.NetLib != NetworkLibrary.PUN) { Debug.LogWarning("Not using Photon PUN. Destroying " + typeof(PUNSampleLauncher).Name + " on GameObject " + name); Destroy(this); return; } // Destroy any UNET stuff in the scene if we aren't running unet. if (MasterNetAdapter.NetLib != NetworkLibrary.UNET) { UnityEngine.Networking.NetworkManagerHUD nmh = GetComponent <UnityEngine.Networking.NetworkManagerHUD>(); if (nmh) { Destroy(nmh); } UnityEngine.Networking.NetworkManager nm = GetComponent <UnityEngine.Networking.NetworkManager>(); if (nm) { Destroy(nm); } } // we don't join the lobby. There is no need to join a lobby to get the list of rooms. MasterNetAdapter.PUN_AutoJoinLobby = false; // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically MasterNetAdapter.PUN_AutomaticallySyncScene = true; }
public override void OnLobbyServerSceneLoadedForPlayer(UnityEngine.Networking.NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer cc = lobbyPlayer.GetComponent <LobbyPlayer> (); Player player = gamePlayer.GetComponent <Player> (); player.username = cc.playerName; player.spectator = cc.spectator; player.teamColor = cc.playerColor; player.clan = cc.playerClan; player.techTree = (TechTree)Instantiate(ResourceManager.GetTechTree(player.clan), transform.position, transform.rotation); player.techTree.player = player; // player.startMoney; // player.startWater; // // player.startMoneyLimit = Control.moneyLimit; // player.startWaterLimit = Control.waterLimit; // player.populationLimit = Control.populationLimit; }