using Cinemachine; using Mirror; using UnityEngine; public class MyRoomPlayer : NetworkRoomPlayer { public CinemachineVirtualCamera vCam; public GameObject model; public override void OnStartClient() { //Debug.Log($"OnStartClient {gameObject}"); } public override void OnClientEnterRoom() { //Debug.Log($"OnClientEnterRoom {SceneManager.GetActiveScene().path}"); } [Command] public override void CmdChangeReadyState(bool readyState) { Debug.Log($"CmdChangeReadyState called (Host={isServer}, Local={isLocalPlayer})"); SetReadyToBegin(readyState); MyRoomManager room = MyRoomManager.singleton as MyRoomManager; if (room != null) { room.ReadyStatusChanged(); } //base.CmdChangeReadyState(readyState); } public override void OnClientExitRoom() { //Debug.Log($"OnClientExitRoom {SceneManager.GetActiveScene().path}"); } public override void IndexChanged(int oldIndex, int newIndex) { //Debug.Log($"IndexChanged {newIndex}"); transform.position += new Vector3(2 * newIndex, 0, 0); } public override void ReadyStateChanged(bool oldReadyState, bool newReadyState) { //Debug.Log($"ReadyStateChanged {newReadyState}"); } public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); vCam.Priority = 12; } #if !UNITY_SERVER public override void OnGUI() { base.OnGUI(); } #endif }