示例#1
0
 public RoomSettings(string lobbyName, GameMode.Mode gameMode, GameMap.Map map, uint maxPlayers)
 {
     this.lobbyName     = lobbyName;
     lobbyGameMode      = gameMode;
     lobbyMap           = map;
     currentPlayerCount = 0;
     maxPlayerCount     = maxPlayers;
 }
    public void SetRoom(string nameInput, int sizeInput, int countInput, int modeInput, int mapInput)
    {
        roomName    = nameInput;
        roomSize    = sizeInput;
        playerCount = countInput;
        roomMode    = GameMode.GetModeByID(modeInput);
        roomMap     = GameMap.GetMapByID(mapInput);

        roomNameDisplay.text = nameInput;
        roomSizeDisplay.text = countInput + "/" + sizeInput;
        roomModeDisplay.text = GameMode.GetNameByID(modeInput);
        roomMapDisplay.text  = GameMap.GetNameByID(mapInput);
    }
示例#3
0
    public void CreateRoom()
    {
        string name = roomNameInput.text;

        GameMode.Mode mode       = GameMode.GetModeByID(roomGameModeInput.value);
        GameMap.Map   map        = GameMap.GetMapByID(roomMapInput.value);
        uint          maxPlayers = (uint)roomMaxPlayerInput.value + 1;

        RoomOptions options = new RoomOptions()
        {
            IsVisible    = true,
            IsOpen       = true,
            EmptyRoomTtl = 3000,
            MaxPlayers   = System.Convert.ToByte(maxPlayers),
            CustomRoomPropertiesForLobby = new string[] { MODE_PROP_KEY, MAP_PROP_KEY },
            CustomRoomProperties         = new ExitGames.Client.Photon.Hashtable {
                { MODE_PROP_KEY, mode }, { MAP_PROP_KEY, map }
            }
        };

        PhotonNetwork.CreateRoom(name, options);
    }
示例#4
0
    void Start()
    {
        //mesh = GetComponent<MeshFilter>().mesh;
        map = new GameMap.Map(width);
        map.MakeBox();

        map.CullHidden();
        //MeshGenerator.CubeMesh cubeMesh = new MeshGenerator.CubeMesh(ref map);
        MeshGenerator.MarchingMesh marchingMesh = new MeshGenerator.MarchingMesh(ref map);
        //vertices = cubeMesh.vertexList;
        //triangles = cubeMesh.triangleList;
        //vertices = marchingMesh.vertexList;
        vertices  = marchingMesh.debugList;
        triangles = marchingMesh.triangleList;
        //vertices = map.GetCubeVertices();
        //mesh = map.GetCubeMesh(ref vertices, ref normals, ref triangles);
        //GetComponent<MeshFilter>().mesh = cubeMesh.GetCubeMesh();
        GetComponent <MeshFilter>().mesh = marchingMesh.GetMarchingMesh();
        //triangles = map.GetTriangleList();
        //GetComponent<MeshFilter>().mesh.normals
        //GetComponent<MeshFilter>().mesh.vertices = vertices.ToArray();
        //GetComponent<MeshFilter>().mesh.triangles = triangles.ToArray();
        GetComponent <MeshCollider>().sharedMesh = GetComponent <MeshFilter>().sharedMesh;
    }