UnityEngine.Networking.NetworkConnection.SetPlayerController C# (CSharp) Method

SetPlayerController() private method

private SetPlayerController ( PlayerController player ) : void
player PlayerController
return void
        internal void SetPlayerController(PlayerController player)
        {
            while (player.playerControllerId >= this.m_PlayerControllers.Count)
            {
                this.m_PlayerControllers.Add(new PlayerController());
            }
            this.m_PlayerControllers[player.playerControllerId] = player;
        }

Usage Example

        // this is called from message handler for Owner message
        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());
                }
            }

            // NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
            // But, the player structures are not cleaned up, we'll just replace the old player
            var newPlayer = new PlayerController {
                gameObject = view.gameObject, playerControllerId = playerControllerId, unetView = view
            };

            s_LocalPlayers[playerControllerId] = newPlayer;
            s_ReadyConnection.SetPlayerController(newPlayer);
        }
All Usage Examples Of UnityEngine.Networking.NetworkConnection::SetPlayerController