I'm developing a multiplayer game based on turns.
So I have an script named gameController which is the one who has the global timer to alter the turns and also choose which players are attacking and which players are defending in the current turn.
This script is a singleton attached to a gameObject
with a network identity on it (This network identity has no checkboxes marked to be controller by the server). I tried to have this game object spawned to all the clients when the server connects and also to have the game object already in the scene (booth cases aren't working).
Well, the main problem is that in the gameController script I have a checker in the update function to check if any new player is connected. In case is connected, it should call a syncEvent
named EventOnNewPlayerAddedDelegate
(I tried to call it directly, also using [command] and using [ ClientRpc]) to let the players know that they have to call their function named "OnRegisterPlayer", which is a function in their own player script that calls a function on gameController script, passing the player object (I tried via command and rpc also), something like this: GameController.instance.RegisterPlayer(this);
So anyone knows how can I trigger this SyncEvent
to register the player to a non-player object controlled by the server?
Thank you very much.
I attach here a brief of booth scripts to make it easier to understand:
GameController:
public class GameController : NetworkBehaviour
{
public delegate void OnNewPlayerAddedDelegate();
[SyncEvent]
public event OnNewPlayerAddedDelegate EventOnNewPlayerAddedDelegate;
List<GamePlayerManager> players = new List<GamePlayerManager>();
public static GameController instance { get; private set; }
float timePerTorn = 30f;
bool isCountdown = false;
[System.NonSerialized]
public float countdownTime;
int roundNumber = 0;
int NumberOfPlayers;
int NumberOfPlayersChanged;
void Awake()
{
Debug.Log("Awaking ");
if (instance != null)
{
Debug.Log("Destoring ");
DestroyImmediate(this);
return;
}
instance = this;
}
// Use this for initialization
void Start()
{
if (!isServer)
{
return;
}
players = new List<GamePlayerManager>();
StartCountdown(5f);//20
}
void Update()
{
if (isServer)
{
if (isCountdown)
{
countdownTime -= Time.deltaTime;
if (countdownTime <= 0)
{
AlterGlobalTurns();
}
}
}
NumberOfPlayers = NetworkManager.singleton.numPlayers;
if (NumberOfPlayersChanged != NumberOfPlayers)
{
Debug.Log("num of players changed ---> " + NumberOfPlayers);
NumberOfPlayersChanged = NumberOfPlayers;
EventOnNewPlayerAddedDelegate();
//RpcNewPlayerAdded();
//CmdNewPlayerAdded();
}
}
[ClientRpc]
void RpcNewPlayerAdded()
{
Debug.Log("---------------- RpcNewPlayerAdded ------------");
EventOnNewPlayerAddedDelegate();
}
[Command]
void CmdNewPlayerAdded()
{
Debug.Log("---------------- CmdNewPlayerAdded ------------");
EventOnNewPlayerAddedDelegate();
}
public void RegisterPlayer(GamePlayerManager player)
{
Debug.Log("player ---> " + player.name);
if (players.Contains(player))
{
return;
}
Debug.Log("players ---> " + players);
players.Add(player);
}
}
PlayerScript:
public class GamePlayerManager : NetworkBehaviour
{
[System.NonSerialized]
public bool isPlayingOnTorn = true;
void Awake()
{
GameController.instance.EventOnNewPlayerAddedDelegate += OnRegisterPlayer;
}
private void Start()
{
if (!isLocalPlayer)
{
return;
}
}
public override void OnStartServer()
{
GameObject gc = (GameObject)Instantiate(NetworkManager.singleton.spawnPrefabs[2], transform.position, transform.rotation);
NetworkServer.Spawn(gc);
}
void OnRegisterPlayer(){
if (isLocalPlayer)
{
//GameController.instance.RegisterPlayer(this);
//RpcRegisterPlayer();
CmdRegisterPlayer();
}
}
[Command]
void CmdRegisterPlayer(){
Debug.Log("-------------Command Register player -------------");
GameController.instance.RegisterPlayer(this);
}
[ClientRpc]
void RpcRegisterPlayer()
{
Debug.Log("------------- RPC REgister Player -------------");
GameController.instance.RegisterPlayer(this);
}
}