public JoinFlow(Peer peer) { _peer = peer; ServerOutput.Header($"Starting joinflow for {peer}"); PeerController.Create(peer); }
public void Save() { PeerController controller = PeerController.Get(_id); if (controller.Colonist != null) { Position = controller.Colonist.transform.position; } }
private static void CreateColonist(Peer peer, Profile profile) { PeerController controller = PeerController.Get(peer.ProfileID); GameObject prefab = ObjectReferenceManifest.GetObject <GameObject>("Colonist"); GameObject instantiated = Network.Instantiate(prefab, profile.Position, Quaternion.identity); instantiated.name = $"Server {peer}"; instantiated.transform.position = profile.Position; controller.AssignColonist(instantiated.GetComponent <Colonist>()); }