public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        var player      = (GameObject)Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
        var SpawnPoints = GameObject.FindGameObjectsWithTag("Respawn");

        if (SpawnPoints.Length > 0)
        {
            var spawnPoint = SpawnPoints[UnityEngine.Random.Range(0, SpawnPoints.Length)];
            player.GetComponent <PlayerMovementController>().Look(spawnPoint.transform.rotation);

            player.transform.position = spawnPoint.transform.position;
        }
        NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
        if (OnServerAddPlayerEvent != null)
        {
            OnServerAddPlayerEvent.Invoke(conn, playerControllerId, player);
        }
    }
Beispiel #2
0
    //08 OnServerAddPlayer
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);

        OnServerAddPlayerEvent?.Invoke();
    }