UnityEngine.Networking.ClientScene.InternalAddPlayer C# (CSharp) Method

InternalAddPlayer() static private method

static private InternalAddPlayer ( NetworkIdentity view, short playerControllerId ) : void
view NetworkIdentity
playerControllerId short
return void
        internal static void InternalAddPlayer(NetworkIdentity view, short playerControllerId)
        {
            if (LogFilter.logDebug)
            {
                Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId : " + playerControllerId);
            }
            if (playerControllerId >= s_LocalPlayers.Count)
            {
                if (LogFilter.logWarn)
                {
                    Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId higher than expected: " + playerControllerId);
                }
                while (playerControllerId >= s_LocalPlayers.Count)
                {
                    s_LocalPlayers.Add(new PlayerController());
                }
            }
            PlayerController player = new PlayerController {
                gameObject = view.gameObject,
                playerControllerId = playerControllerId,
                unetView = view
            };
            s_LocalPlayers[playerControllerId] = player;
            s_ReadyConnection.SetPlayerController(player);
        }

Usage Example

コード例 #1
0
        private static void OnOwnerMessage(NetworkMessage netMsg)
        {
            netMsg.ReadMessage <OwnerMessage>(ClientScene.s_OwnerMessage);
            if (LogFilter.logDebug)
            {
                Debug.Log((object)("ClientScene::OnOwnerMessage - connectionId=" + (object)netMsg.conn.connectionId + " netId: " + (object)ClientScene.s_OwnerMessage.netId));
            }
            PlayerController playerController;

            if (netMsg.conn.GetPlayerController(ClientScene.s_OwnerMessage.playerControllerId, out playerController))
            {
                playerController.unetView.SetNotLocalPlayer();
            }
            NetworkIdentity uv;

            if (ClientScene.s_NetworkScene.GetNetworkIdentity(ClientScene.s_OwnerMessage.netId, out uv))
            {
                uv.SetConnectionToServer(netMsg.conn);
                uv.SetLocalPlayer(ClientScene.s_OwnerMessage.playerControllerId);
                ClientScene.InternalAddPlayer(uv, ClientScene.s_OwnerMessage.playerControllerId);
            }
            else
            {
                ClientScene.PendingOwner pendingOwner = new ClientScene.PendingOwner()
                {
                    netId = ClientScene.s_OwnerMessage.netId, playerControllerId = ClientScene.s_OwnerMessage.playerControllerId
                };
                ClientScene.s_PendingOwnerIds.Add(pendingOwner);
            }
        }
All Usage Examples Of UnityEngine.Networking.ClientScene::InternalAddPlayer