using System.Collections; using System.Collections.Generic; using UnityEngine; using BossRoom; namespace BossRoom.Server { /// /// Server specialization of Character Select game state. /// [RequireComponent(typeof(CharSelectData))] public class ServerCharSelectState : GameStateBehaviour { public override GameState ActiveState { get { return GameState.CHARSELECT; } } //TODO: GOMPS-83. Remove this temp variable and replace with core CharSelect logic. private float m_start_s; //TEMP. manages transition. public override void NetworkStart() { base.NetworkStart(); if (!IsServer) { this.enabled = false; } m_start_s = Time.time; } // Update is called once per frame void Update() { if( (Time.time - m_start_s) > 3 ) { //temp: we don't have any logic or anything in CharSelect, so for now we just skip on to the next scene. MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("DungeonTest"); } } } }