public void CheckReadyToBegin() { string name = SceneManager.GetSceneAt(0).name; if (!(name != this.m_LobbyScene)) { int num = 0; int num2 = 0; for (int i = 0; i < NetworkServer.connections.Count; i++) { NetworkConnection networkConnection = NetworkServer.connections[i]; if (networkConnection != null) { num2++; num += NetworkLobbyManager.CheckConnectionIsReadyToBegin(networkConnection); } } if (this.m_MinPlayers <= 0 || num >= this.m_MinPlayers) { if (num >= num2) { this.m_PendingPlayers.Clear(); this.OnLobbyServerPlayersReady(); } } } }
/// <summary> /// <para>CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set.</para> /// </summary> public void CheckReadyToBegin() { if (SceneManager.GetSceneAt(0).name != this.m_LobbyScene) { return; } int num = 0; foreach (NetworkConnection connection in NetworkServer.connections) { if (connection != null) { num += NetworkLobbyManager.CheckConnectionIsReadyToBegin(connection); } } if (this.m_MinPlayers > 0 && num < this.m_MinPlayers) { return; } this.m_PendingPlayers.Clear(); this.OnLobbyServerPlayersReady(); }
public void CheckReadyToBegin() { if (Application.loadedLevelName != this.m_LobbyScene) { return; } int num = 0; foreach (NetworkConnection current in NetworkServer.connections) { if (current != null) { if (!NetworkLobbyManager.CheckConnectionIsReadyToBegin(current)) { return; } num++; } } foreach (NetworkConnection current2 in NetworkServer.localConnections) { if (current2 != null) { if (!NetworkLobbyManager.CheckConnectionIsReadyToBegin(current2)) { return; } num++; } } if (this.m_MinPlayers > 0 && num < this.m_MinPlayers) { return; } this.m_PendingPlayers.Clear(); this.OnLobbyServerPlayersReady(); }