Inheritance: NetworkBehaviour
Beispiel #1
0
        public void RpcSplit(GameObject obj, GameObject split, float angle, bool hasAuthority, float splitFactor)
        {
            //We do not call on NetworkServer methods here. This is used only to sync up with the original game unit for all clients.
            //This includes adding the newly spawned game unit into the Selection Manager that handles keeping track of all game units.
            if (obj == null || split == null)
            {
                return;
            }

            GameUnit original = obj.GetComponent <GameUnit>();
            GameUnit copy     = split.GetComponent <GameUnit>();

            if (original.unitAttributes == null)
            {
                GameObject attrObj = GameObject.FindGameObjectWithTag("UnitAttributes");
                if (obj != null)
                {
                    original.unitAttributes = attrObj.GetComponent <UnitAttributes>();
                    if (original.unitAttributes == null)
                    {
                        Debug.LogError("Unit attributes are missing from original unit.");
                    }
                }
            }
            if (copy.unitAttributes == null)
            {
                GameObject attrObj = GameObject.FindGameObjectWithTag("UnitAttributes");
                if (obj != null)
                {
                    copy.unitAttributes = attrObj.GetComponent <UnitAttributes>();
                    if (copy.unitAttributes == null)
                    {
                        Debug.LogError("Unit attributes are missing from copy unit.");
                    }
                }
            }

            NavMeshAgent originalAgent = obj.GetComponent <NavMeshAgent>();

            originalAgent.ResetPath();
            NavMeshAgent copyAgent = split.GetComponent <NavMeshAgent>();

            copyAgent.ResetPath();

            GameObject[] splitManagerGroup = GameObject.FindGameObjectsWithTag("SplitManager");
            if (splitManagerGroup.Length > 0)
            {
                for (int i = 0; i < splitManagerGroup.Length; i++)
                {
                    SplitManager manager = splitManagerGroup[i].GetComponent <SplitManager>();
                    if (manager != null && manager.hasAuthority == hasAuthority)
                    {
                        manager.splitGroupList.Add(new SplitGroup(original, copy, angle, splitFactor));
                        if (manager.selectionManager == null)
                        {
                            GameObject[] objs = GameObject.FindGameObjectsWithTag("SelectionManager");
                            foreach (GameObject select in objs)
                            {
                                SelectionManager selectManager = select.GetComponent <SelectionManager>();
                                if (selectManager.hasAuthority)
                                {
                                    manager.selectionManager = selectManager;
                                }
                            }
                        }
                        manager.selectionManager.allObjects.Add(split);
                    }
                }
            }
        }
Beispiel #2
0
        public void ServerInitialize()
        {
            //Server code
            //This is run for spawning new non-player objects. Since it is a server calling to all clients (local and remote), it needs to pass in a
            //NetworkConnection that connects from server to THAT PARTICULAR client, who is going to own client authority on the spawned object.

            //Checking if global manager exists;
            GlobalManager globalManagerObject = GameObject.FindObjectOfType <GlobalManager>();

            if (globalManagerObject != null)
            {
                this.doesGlobalManagerExist = true;
            }
            else
            {
                this.doesGlobalManagerExist = false;
            }

            //Setting up Player
            GameObject playerUmbrellaObject     = new GameObject("Player");
            GameObject playerUnitUmbrellaObject = new GameObject("Units");

            playerUnitUmbrellaObject.transform.SetParent(playerUmbrellaObject.transform);
            playerUmbrellaObject.tag = "Player";

            //Player unit
            GameObject playerObject = MonoBehaviour.Instantiate(this.spawnPrefab) as GameObject;

            playerObject.transform.SetParent(playerUnitUmbrellaObject.transform);
            playerObject.transform.position = this.transform.position;
            NetworkIdentity objIdentity = playerObject.GetComponent <NetworkIdentity>();

            NetworkServer.SpawnWithClientAuthority(playerObject, this.connectionToClient);

            //Player selection manager
            GameObject manager = MonoBehaviour.Instantiate(this.selectionManagerPrefab) as GameObject;

            manager.transform.SetParent(playerUmbrellaObject.transform);
            SelectionManager selectionManager = manager.GetComponent <SelectionManager>();

            if (selectionManager != null)
            {
                selectionManager.allObjects.Add(playerObject);
                selectionManager.authorityOwner = objIdentity.clientAuthorityOwner;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Player split manager
            manager = MonoBehaviour.Instantiate(this.splitManagerPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            SplitManager splitManager = manager.GetComponent <SplitManager>();

            if (splitManager != null)
            {
                splitManager.selectionManager = selectionManager;
                splitManager.unitParent       = playerUnitUmbrellaObject.transform;
                if (this.doesGlobalManagerExist && globalManagerObject != null)
                {
                    splitManager.globalManagerObject = globalManagerObject;
                    splitManager.maxUnitCount        = globalManagerObject.playerMaxUnitCount;
                }
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Player merge manager
            manager = MonoBehaviour.Instantiate(this.mergeManagerPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            MergeManager mergeManager = manager.GetComponent <MergeManager>();

            if (mergeManager != null)
            {
                mergeManager.selectionManager = selectionManager;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Unit Attributes Tracker
            manager = MonoBehaviour.Instantiate(this.unitAttributesPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            UnitAttributes attributes = manager.GetComponent <UnitAttributes>();

            if (attributes != null)
            {
                splitManager.unitAttributes = attributes;
                mergeManager.unitAttributes = attributes;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            RpcCameraSetup(playerObject);

            int colorValue;

            switch (Spawner.colorCode)
            {
            default:
                colorValue = -1;
                break;

            case 0:
                colorValue = 0;
                break;

            case 1:
                colorValue = 1;
                break;

            case 2:
                colorValue = 2;
                break;
            }

            Spawner.colorCode++;
            if (Spawner.colorCode > 2)
            {
                Spawner.colorCode = 0;
            }
            RpcUnitAttributesSetup(manager, playerObject, colorValue);

            NetworkServer.SpawnWithClientAuthority(this.remotePrefab, this.connectionToClient);
        }