public virtual void CmdPlayActor(System.Guid _assetId, Vector3Int _cellSize, Vector3Int[] _cellIndex)
    {
        //set up actor in server
        GardenActor actor = GardenPool.instance.GetFromPool(_assetId).GetComponent <GardenActor>();

        // spawn actor on client, custom spawn handler is called
        NetworkServer.Spawn(actor.gameObject, connectionToClient);

        actor.cellSize = _cellSize;
        actor.cellIndex.AddRange(_cellIndex);

        //add actor to player list
        if (!(actor as BootyBox))
        {
            ownedActorsList.Add(actor.GetComponent <NetworkIdentity>());
        }
    }
Example #2
0
    IEnumerator LaunchRoundResultsPhase()
    {
        state = MatchState.ROUND_RESULTS_PHASE;

        //force players switch view to side
        foreach (GardenPlayer player in players)
        {
            player.view = PlayerView.RESULTS;
        }

        //starting delay
        yield return(new WaitForSeconds(1f));

        //TODO: Check and wait for results updates in clients
        foreach (GardenPlayer player in players)
        {
            var actorsToClear = new List <NetworkIdentity>();

            foreach (NetworkIdentity actorNetIdentity in player.ownedActorsList)
            {
                GardenActor actor = actorNetIdentity.GetComponent <GardenActor>();

                //launch bomb
                if (actor as Bomb)
                {
                    yield return(LaunchBomb(actor as Bomb, player.GetComponent <NetworkIdentity>()));
                }

                //check actor rounds left
                actor.roundsLeft--;
                if (actor.roundsLeft == 0)
                {
                    actorsToClear.Add(actorNetIdentity);
                    actor.GetComponent <GardenActor>().Die();
                }
            }

            //clear actors
            foreach (NetworkIdentity clearingActor in actorsToClear)
            {
                player.ownedActorsList.Remove(clearingActor);
            }

            yield return(null);
        }

        //player gains booty currency dependeing on their in-game booty
        foreach (GardenPlayer player in players)
        {
            round++;
            player.RpcStartNewRound(round);
        }


        yield return(null);

        //end phase
        phaseTime    = 0f;
        state        = MatchState.ROUND_PHASE;
        phaseProcess = null;
    }