//[RPC] public void CreateFireAnimate(Vector3 position, Quaternion rotation, bool nearBigFire /*, NetworkViewID callerID, NetworkViewID newObjectID*/, GameObject objectComponent) { GameObject gameObject = Instantiate(firePrefab, position, rotation); /*gameObject.networkView.viewID = newObjectID; * SetupNewFire(gameObject.networkView.viewID, callerID, false, nearBigFire); * if (Network.isServer) * { * AllFireAnimates.Add(gameObject.GetComponent<FireAnimate>()); * }*/ SetupNewFire(gameObject, objectComponent, false, nearBigFire); AllFireAnimates.Add(gameObject.GetComponent <FireAnimate>()); }
public static void RemoveFireReference(FireAnimate removeFireRef) { AllFireAnimates.Remove(removeFireRef); }
public static void AddFireReference(FireAnimate newFireRef) { AllFireAnimates.Add(newFireRef); }