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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
public static class QuickPlay | |
{ | |
private static string InitialScenePath | |
{ | |
get |
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Shader "Projector/Circle" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_ShadowTex ("Cookie", 2D) = "" {} | |
} | |
Subshader { | |
Tags {"Queue"="Transparent"} | |
Pass { | |
ZWrite Off |
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using System; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
[DisallowMultipleComponent] | |
public class NetworkSpawnPosition : SceneDependencyBehaviour | |
{ | |
public void Awake() | |
{ | |
NetworkManager.RegisterStartPosition(transform); |
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private List<Player> m_ClientPlayerObjects = new List<Player>(); | |
private bool m_HasSentGameSceneReady = false; | |
private bool ShouldSendGameSceneReady | |
{ | |
get | |
{ | |
return | |
AllPlayersReady && // are all the clients created + ready? | |
Player.LocalPlayer != null && // and we exist as a local player | |
m_HasSentGameSceneReady == false; // and we haven't already sent the message |
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public override bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayerObject, GameObject gamePlayerObject) | |
{ | |
LobbyPlayer lobbyPlayer = lobbyPlayerObject.GetComponent<LobbyPlayer>(); | |
Player gamePlayer = gamePlayerObject.GetComponent<Player>(); | |
// set the SyncVar | |
gamePlayer.m_PlayerNumber = lobbyPlayer.m_PlayerNumber; | |
// setup for the server | |
gamePlayer.SetPlayerDef( lobbyPlayer.playerDef ); |
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public class LobbyPlayer : NetworkLobbyPlayer | |
{ | |
[SyncVar(hook="OnHasPlayerDefUpdated")] | |
public bool m_HasPlayerDef = false; | |
#endregion | |
private PlayerDef m_PlayerDef; | |
public static LobbyPlayer LocalPlayer { get; private set; } |
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public class PlayerRequestPlayerDataMessage : MessageBase | |
{ | |
public NetworkInstanceId m_SenderNetId; | |
public NetworkInstanceId m_SubjectNetId; | |
public PlayerRequestPlayerDataMessage(){} | |
public PlayerRequestPlayerDataMessage( NetworkInstanceId senderNetId, NetworkInstanceId subjectNetId ) | |
{ | |
m_SenderNetId = senderNetId; | |
m_SubjectNetId = subjectNetId; |
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[SyncVar(hook="OnHasPlayerDefUpdated")] | |
public bool m_HasPlayerDef; | |
void OnHasPlayerDefUpdated( bool hasPlayerDef ) | |
{ | |
if( m_HasPlayerDef == false && hasPlayerDef ) | |
{ | |
// The server now has the data we need! | |
} |
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struct PlayerDef | |
{ | |
string m_Name; | |
Color m_Color; | |
public PlayerDef( string name, Color color ) | |
{ | |
m_Name = name; | |
m_Color = color; | |
} |
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