public override void OnLobbyServerPlayerRemoved(NetworkConnection conn, short playerControllerId) { for (int i = 0; i < lobbySlots.Length; ++i) { ShitLobbyPlayer p = lobbySlots[i] as ShitLobbyPlayer; if (p != null) { p.RpcUpdateRemoveButton(); p.ToggleJoinButton(numPlayers + 1 >= minPlayers); } } }
public override void OnLobbyServerDisconnect(NetworkConnection conn) { for (int i = 0; i < lobbySlots.Length; ++i) { ShitLobbyPlayer p = lobbySlots[i] as ShitLobbyPlayer; if (p != null) { p.RpcUpdateRemoveButton(); p.ToggleJoinButton(numPlayers >= minPlayers); } } }
// ----------------- Server callbacks ------------------ //we want to disable the button JOIN if we don't have enough player //But OnLobbyClientConnect isn't called on hosting player. So we override the lobbyPlayer creation public override GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn, short playerControllerId) { GameObject obj = Instantiate(lobbyPlayerPrefab.gameObject) as GameObject; ShitLobbyPlayer newPlayer = obj.GetComponent <ShitLobbyPlayer>(); newPlayer.ToggleJoinButton(numPlayers + 1 >= minPlayers); for (int i = 0; i < lobbySlots.Length; ++i) { ShitLobbyPlayer p = lobbySlots[i] as ShitLobbyPlayer; if (p != null) { p.RpcUpdateRemoveButton(); p.ToggleJoinButton(numPlayers + 1 >= minPlayers); } } return(obj); }