示例#1
0
    // Update is called once per frame
    void Update()
    {
        GameObject thePlayer = GameObject.Find("Player1");

        resc            = thePlayer.GetComponent <respawn>();
        count           = resc.lifecount;
        life_count.text = "Life x" + count;
    }
示例#2
0
文件: respawn.cs 项目: timnlupo/Gooth
	void Awake() {
		updateTheme();
		#if UNITY_IOS
			Advertisement.Initialize ("40920");
		#endif
		#if UNITY_ANDROID
			Advertisement.Initialize("41204");
		#endif
		Instance = this;
	}
示例#3
0
    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);
    }
示例#4
0
    void OnJoinedRoom()
    {
        // when someone joins the room...



        // identify the ScoreManager script and the Entries gameobject in the ScoreBoard
        scoremanager = GameObject.FindObjectOfType <ScoreManager> ();
        GameObject entries = GameObject.Find("ScoreBoard(Clone)/Entries");

        //attach entries object to respawn script
        Respawn         = GameObject.FindObjectOfType <respawn> ();
        Respawn.Entries = entries;


        // spawn the car at some random spawnpoint and change its name to the player's name
        int        index = Random.Range(0, spawnPoints.Length);
        GameObject car   = PhotonNetwork.Instantiate(playerPrefabName,
                                                     spawnPoints[index].position,
                                                     spawnPoints[index].rotation,
                                                     0);

        car.name = playerName;


        // instantiate an entry in the scoreboard and move it to the child of Entries, naming it the player's name
        GameObject entry = PhotonNetwork.Instantiate(entryPrefabName,
                                                     Vector3.zero,
                                                     Quaternion.identity,
                                                     0);

        scoremanager.SetScore(playerName, "Falls", 0);
        scoremanager.SetScore(playerName, "Bumps", 0);
        Debug.Log(scoremanager.GetScore(playerName, "Bumps"));
        entry.transform.SetParent(entries.transform);

        entry.name = playerName;
        entry.transform.FindChild("Username").GetComponent <Text> ().text = playerName;
        entry.transform.FindChild("Bumps").GetComponent <Text> ().text    = "0";
        entry.transform.FindChild("Falls").GetComponent <Text> ().text    = "0";



        //activate the timer
        TimeLimit.active = true;
    }