using UnityEngine;
using UnityEngine.Rendering;
namespace Mirror.Examples.NetworkLobby
{
public class NetworkLobbyManagerExt : NetworkLobbyManager
{
///
/// Called just after GamePlayer object is instantiated and just before it replaces LobbyPlayer object.
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
/// into the GamePlayer object as it is about to enter the Online scene.
///
///
///
/// true unless some code in here decides it needs to abort the replacement
public override bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
{
PlayerController player = gamePlayer.GetComponent();
player.index = lobbyPlayer.GetComponent().index;
player.playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
return true;
}
/*
This code below is to demonstrate how to do a Start button that only appears for the Host player
showStartButton is a local bool that's needed because OnLobbyServerPlayersReady is only fired when
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkLobbyManager
is set as DontDestroyOnLoad = true.
*/
bool showStartButton;
public override void OnLobbyServerPlayersReady()
{
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
if (isHeadless)
base.OnLobbyServerPlayersReady();
else
showStartButton = true;
}
public override void OnGUI()
{
base.OnGUI();
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
{
// set to false to hide it in the game scene
showStartButton = false;
ServerChangeScene(GameplayScene);
}
}
}
}