Example #1
0
        //shoots a bullet in the direction passed in
        //we do not rely on the current turret rotation here, because we send the direction
        //along with the shot request to the server to absolutely ensure a synced shot position
        protected void Shoot(Vector2 direction = default(Vector2))
        {
            //if shot delay is over
            if (Time.time > nextFire)
            {
                //set next shot timestamp
                nextFire = Time.time + fireRate;

                //create bullet from prefab
                GameObject bullet = (GameObject)Instantiate(bulletPrefab, shotPos.position, turret.rotation);

                //add velocity to bullet
                bullet.GetComponent <Rigidbody>().velocity = bullet.transform.forward * 6.0f;

                //bulletSpawn bullet on client
                NetworkServer.Spawn(bullet);

                //destory bullet after 2 sec
                Destroy(bullet, 2);

                //spawn bullet using pooling, locally
                // GameObject obj = PoolManager.Spawn (bullet, shotPos.position, turret.rotation);
                NetworkedBullet blt = bullet.GetComponent <NetworkedBullet>();
                blt.owner = gameObject;

                if (shotFX)
                {
                    PoolManager.Spawn(shotFX, shotPos.position, Quaternion.identity);
                }
                if (shotClip)
                {
                    AudioManager.Play3D(shotClip, shotPos.position, 0.1f);
                }
            }
        }
Example #2
0
        /// <summary>
        /// Calculate damage to be taken by the Player,
        /// triggers score increase and respawn workflow on death.
        /// </summary>
        public void TakeDamage(NetworkedBullet bullet)
        {
            if (!isServer)
            {
                return;
            }

            //substract health by damage
            health -= bullet.damage;
            // OnHealthChange (health);

            //bullet killed the player
            if (health <= 0)
            {
                if (isLocalPlayer)
                {
                    winLose.text = "Lose";
                }

                RpcPlayerDead();
                gameObject.SetActive(false);
            }
        }