Implement player network spawning and position synchronization
This commit is contained in:
@@ -18,7 +18,7 @@ public class SceneManager : MonoBehaviour
|
||||
[Inject]
|
||||
[ReadOnly]
|
||||
[SerializeField]
|
||||
private HVRPlayerController playerController;
|
||||
private GameManager gameManager;
|
||||
|
||||
[ReadOnly]
|
||||
[SerializeField]
|
||||
@@ -36,7 +36,7 @@ public class SceneManager : MonoBehaviour
|
||||
|
||||
private IEnumerator SwitchToScene(Scene scene)
|
||||
{
|
||||
playerController.ScreenFader.Fade(1, fadeDuration);
|
||||
gameManager.LocalPlayer.FadeScreen(1, fadeDuration);
|
||||
|
||||
var operation = UnityEngine.SceneManagement.SceneManager
|
||||
.LoadSceneAsync((int)scene);
|
||||
@@ -55,6 +55,6 @@ public class SceneManager : MonoBehaviour
|
||||
|
||||
this.scene = scene;
|
||||
|
||||
playerController.ScreenFader.Fade(0, fadeDuration);
|
||||
gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user