// Use this for initialization void Start() { if (!isLocalPlayer) { return; } create = this.GetComponent <createHouses>(); }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); var conn = lobby.GetComponent <NetworkIdentity>().connectionToClient; respawn sync_team = gamePlayer.GetComponent <respawn>(); createHouses create = gamePlayer.GetComponent <createHouses>(); create.numOfPlayers = lobby.playersNum; sync_team.team = lobby.dropDown.value; if (lobby.playerPrefab == 0) { // Destroy(gamePlayer); //var player = Instantiate<GameObject>(Player2, Vector3.zero, transform.rotation); // player = null; // player = (GameObject)Instantiate(Player2, Vector3.zero, Quaternion.identity); sync_team.playerPrefab = 0; // Destroy(lobby.GetComponent<NetworkIdentity>().gameObject); // NetworkServer.ReplacePlayerForConnection(conn, player, 0); // NetworkServer.ReplacePlayerForConnection(gamePlayer.GetComponent<NetworkConnection>(), player, 0); } else { sync_team.playerPrefab = 1; // Destroy(gamePlayer); // player = null; /* var player = Instantiate<GameObject>(Player1, Vector3.zero, transform.rotation); * // player = (GameObject)Instantiate(Player1, Vector3.zero, Quaternion.identity); * Player_Sync sync_team = player.GetComponent<Player_Sync>(); * sync_team.team = lobby.dropDown.value; * sync_team.playerPrefab = 0; * Destroy(lobby.GetComponent<NetworkIdentity>().gameObject); * NetworkServer.ReplacePlayerForConnection(conn, player, 0); * print("hii");*/ //Destroy(gamePlayer.GetComponent<NetworkIdentity>().gameObject); // NetworkServer.ReplacePlayerForConnection(gamePlayer.GetComponent<NetworkIdentity>().connectionToClient, player, 0); } //Debug.Log(lobby.dropDown.value + " prefab: "+ lobby.playerPrefab); // this.player = gamePlayer; // this.myManager = manager; // Debug.Log(lobby.playerName); }