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better-tee/Assets/Packages/Mirror/Examples/Lobby/Scripts/NetworkLobbyPlayerExt.cs

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2019-09-15 22:28:36 +00:00
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.NetworkLobby
{
public class NetworkLobbyPlayerExt : NetworkLobbyPlayer
{
public override void OnStartClient()
{
if (LogFilter.Debug) Debug.LogFormat("OnStartClient {0}", SceneManager.GetActiveScene().name);
base.OnStartClient();
NetworkLobbyManager lobby = NetworkManager.singleton as NetworkLobbyManager;
/*
This demonstrates how to set the parent of the LobbyPlayerPrefab to an arbitrary scene object
A similar technique would be used if a full canvas layout UI existed and we wanted to show
something more visual for each player in that layout, such as a name, avatar, etc.
Note: LobbyPlayer prefab will be marked DontDestroyOnLoad and carried forward to the game scene.
Because of this, NetworkLobbyManager must automatically set the parent to null
in ServerChangeScene and OnClientChangeScene.
*/
if (lobby != null && SceneManager.GetActiveScene().name == lobby.LobbyScene)
gameObject.transform.SetParent(GameObject.Find("Players").transform);
}
public override void OnClientEnterLobby()
{
if (LogFilter.Debug) Debug.LogFormat("OnClientEnterLobby {0}", SceneManager.GetActiveScene().name);
}
public override void OnClientExitLobby()
{
if (LogFilter.Debug) Debug.LogFormat("OnClientExitLobby {0}", SceneManager.GetActiveScene().name);
}
}
}