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public BossRoomState State { get { return BossRoomState.GAME; } } |
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//!! STUB !! will be filled out with any gamestate logic shared between server and client.
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public virtual void Destroy() |
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{ |
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} |
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m_manager = manager; |
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// FIXME_DMW: we probably need to rely on MLAPI's scene management on the client to change scenes, rather than doing it here.
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// I haven't yet been able to get SceneManagement to work though--on login, the client just stays at the MainMenu scene, even though
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// the server is in the SampleScene.
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//
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// problems with doing LoadScene here:
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// 1.Runs twice on the host. This is harmless, but not ideal.
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// 2.This may happen AFTER the server has sent us all dynamic object spawns in ITS scene (because we can't send the event that
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// triggers this code until after we have returned ConnectionApproval==true to MLAPI).
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UnityEngine.SceneManagement.SceneManager.LoadScene("SampleScene"); |
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} |
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public virtual void Update() |
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