UnityEngine.Networking.NetworkLobbyManager.CheckConnectionIsReadyToBegin C# (CSharp) Method

CheckConnectionIsReadyToBegin() private static method

private static CheckConnectionIsReadyToBegin ( NetworkConnection conn ) : bool
conn NetworkConnection
return bool
        private static bool CheckConnectionIsReadyToBegin(NetworkConnection conn)
        {
            foreach (PlayerController controller in conn.playerControllers)
            {
                if (controller.IsValid && !controller.gameObject.GetComponent<NetworkLobbyPlayer>().readyToBegin)
                {
                    return false;
                }
            }
            return true;
        }

Usage Example

コード例 #1
0
        public void CheckReadyToBegin()
        {
            string name = SceneManager.GetSceneAt(0).name;

            if (!(name != this.m_LobbyScene))
            {
                int num  = 0;
                int num2 = 0;
                for (int i = 0; i < NetworkServer.connections.Count; i++)
                {
                    NetworkConnection networkConnection = NetworkServer.connections[i];
                    if (networkConnection != null)
                    {
                        num2++;
                        num += NetworkLobbyManager.CheckConnectionIsReadyToBegin(networkConnection);
                    }
                }
                if (this.m_MinPlayers <= 0 || num >= this.m_MinPlayers)
                {
                    if (num >= num2)
                    {
                        this.m_PendingPlayers.Clear();
                        this.OnLobbyServerPlayersReady();
                    }
                }
            }
        }
All Usage Examples Of UnityEngine.Networking.NetworkLobbyManager::CheckConnectionIsReadyToBegin