private void SendPlayerName()
{
if (this.State == global::PeerState.Joining)
{
// this means, the join on the gameServer is sent (with an outdated name). send the new when in game
this.mPlayernameHasToBeUpdated = true;
return;
}
if (this.mLocalActor != null)
{
this.mLocalActor.name = this.PlayerName;
Hashtable properties = new Hashtable();
properties[ActorProperties.PlayerName] = this.PlayerName;
if (this.mLocalActor.ID > 0)
{
this.OpSetPropertiesOfActor(this.mLocalActor.ID, properties, null);
this.mPlayernameHasToBeUpdated = false;
}
}
}