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