// 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; }
void Awake() { updateTheme(); #if UNITY_IOS Advertisement.Initialize ("40920"); #endif #if UNITY_ANDROID Advertisement.Initialize("41204"); #endif Instance = this; }
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); }
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; }