using Mirror; using UnityEngine; using TMPro; using UnityEngine.UI; public class LobbyPlayer : NetworkBehaviour { [SerializeField] private Button rdyBtn; [SerializeField] private TextMeshProUGUI usernameText; [SerializeField] private TextMeshProUGUI rdyText; [SerializeField] private Button team1Btn; [SerializeField] private Button team2Btn; [SyncVar(hook = "DisplayPlayerName")] [SerializeField] public string username; [SyncVar(hook = "ChangeReadyState")] [SerializeField] bool ready = false; [SyncVar] [SerializeField] int teamId = 0; Lobby lobby; public override void OnStartClient() { lobby = GameObject.Find("LobbyManager").GetComponent(); lobby.RegisterPlayer(this); if(teamId == 0) { gameObject.transform.parent = GameObject.FindGameObjectWithTag("Team1").transform; }else if(teamId == 1) { gameObject.transform.parent = GameObject.FindGameObjectWithTag("Team2").transform; } } public void Start() { if (isLocalPlayer) { VariableSaver vs = GameObject.FindGameObjectWithTag("VariableSaver").GetComponent(); rdyBtn = GameObject.Find("ReadyButton").GetComponent