using UnityEngine;
using System.Collections;
using TNet;
public class TNetInGameManager : TNBehaviour {
public static TNetInGameManager Instance;
int masterIndex = 0;
void Start()
{
Instance = this;
}
public void AskForIndex()
{
Debug.Log("Asking for index from host : " + TNManager.GetHost(TNManager.lastChannelID).id);
Debug.Log("My Player ID: " + TNManager.playerID);
tno.Send("AskForPlayerIndex", TNManager.GetHost(TNManager.lastChannelID).id, TNManager.playerID);
// This causes even weirder behaviour.
//tno.Send("AskForPlayerIndex", Target.Host, TNManager.playerID);
}
[RFC]
void AskForPlayerIndex(int id)
{
Debug.Log("My Player ID: " + TNManager.playerID);
Debug.Log("Received index request from client " + id);
tno.Send("SendPlayerIndex", id, masterIndex);
masterIndex++;
}
[RFC]
void SendPlayerIndex(int ind)
{
Debug.Log("Received Index from Master!");
GameManager.instance.i = ind;
}
}