public void SV_Die() { if (!entity.isOwner) { return; } var deathEvent = DeathEvent.Create(entity); deathEvent.Send(); BoltNetwork.Destroy(gameObject); }
public override void Die(string killer, int weaponID) { //TODO check comments on Death //Do we need to reset the available weapon list here like this? Probably not... //Actually, do we need to reset the references on any of these components? //I thought death was a simple death animation combined with being moved around to your new spawn location. AvailableWeapons = new List <IWeapon>(); Debug.Log("Player " + Username + " was killed by " + killer + " using weapon #" + weaponID); //we need to tell the server that we died so that it can respawn us DeathEvent evnt = DeathEvent.Create(Bolt.GlobalTargets.OnlyServer, Bolt.ReliabilityModes.ReliableOrdered); evnt.Killer = killer; evnt.Player = Username; evnt.WeaponID = weaponID; evnt.Send(); this.Health = MaxHealth; }
private void OnCollisionEnter2D(Collision2D collision) { if (!entity.IsOwner()) { return; } var deathEvent = DeathEvent.Create(entity); deathEvent.Send(); BoltNetwork.Destroy(gameObject); Hitbox otherHitbox = collision.collider.GetComponent <Hitbox>(); if (otherHitbox) { otherHitbox.Damage(damage); } }