private void OnCharacterUpdatedEvent(CharacterInfo ch) { if (OnCharacterUpdated != null) { OnCharacterUpdated(); } }
public bool TryGetCharacter(string uid, out CharacterInfo ch) { ch = null; if (_characterSelection.TryGetSelectedCharacter(uid, out ch)) { return(true); } return(false); }
protected void UpdateData() { #if HAS_SERVER for (int i = 0; i < Characters.Length; i++) { Characters[i].SetActive(false); } if (OrderByRanking) { var sscc = _ranking.GetSessionConnectionsOrdered(NetworkInstanceType.ActiveClient); if (sscc.Count <= Index) { myUid = null; return; } myUid = sscc[Index].uid; if (!_network.GetConnection(myUid).isGamePrepared || string.IsNullOrEmpty(myUid)) { return; } CharacterInfo ch = null; if (_character.TryGetCharacter(myUid, out ch)) { if (Characters.Length > ch.id) { Characters[ch.id].SetActive(true); } //_image.sprite = Characters[ch.id]; } } else { var sscc = _network.GetSessionConnections(NetworkInstanceType.ActiveClient); if (sscc.Count <= Index) { myUid = null; return; } myUid = sscc[Index].uid; if (!_network.GetConnection(myUid).isGamePrepared || string.IsNullOrEmpty(myUid)) { return; } CharacterInfo ch = null; if (_character.TryGetCharacter(myUid, out ch)) { if (Characters.Length > ch.id) { Characters[ch.id].SetActive(true); } } } #endif }
protected void UpdateData(NetworkClientObject client) { #if HAS_SERVER if (OrderByRanking) { var sscc = _ranking.GetSessionConnectionsOrdered(NetworkInstanceType.ActiveClient); if (sscc.Count <= Index) { myUid = null; return; } myUid = sscc[Index].uid; if (client.uid != myUid) { return; } if (string.IsNullOrEmpty(myUid)) { return; } CharacterInfo ch = null; if (_character.TryGetCharacter(myUid, out ch)) { if (Characters.Length > ch.id) { Characters[ch.id].SetActive(true); } } } else { var sscc = _network.GetSessionConnections(NetworkInstanceType.ActiveClient); if (sscc.Count <= Index) { myUid = null; return; } myUid = sscc[Index].uid; if (string.IsNullOrEmpty(myUid)) { return; } CharacterInfo ch = null; if (_character.TryGetCharacter(myUid, out ch)) { if (Characters.Length > ch.id) { Characters[ch.id].SetActive(true); } } } #endif }