void CmdPlayerShot(string _playerID, int _damage, string _sourceID) { Debug.Log(_playerID + "has been Shot."); PlayerObject _player = GameManagerCar.GetPlayer(_playerID); _player.RpcTakeDamage(_damage, _sourceID); }
public void Die(string _sourceID) { isDead = true; PlayerObject sourcePlayer = GameManagerCar.GetPlayer(_sourceID); if (sourcePlayer != null) { sourcePlayer.Kills++; GameManagerCar.instance.onPlayerKilledCallback.Invoke(username, sourcePlayer.username); } Deaths++; //DISABLE COMPONENTS for (int i = 0; i < disableOnDeath.Length; i++) { disableOnDeath[i].enabled = false; } //DISABLE Graphics for (int i = 0; i < disable_graphics_OnDeath.Length; i++) { disable_graphics_OnDeath[i].SetActive(false); } //disable colliders for (int i = 0; i < colliders_disableOnDeath.Length; i++) { colliders_disableOnDeath[i].enabled = false; } //instantiate death effect GameObject _gfxins = (GameObject)Instantiate(deathEffect, transform.position, Quaternion.identity); Destroy(_gfxins, 3f); //Switch Cameras if (isLocalPlayer) { GameManagerCar.instance.SetSceneCameraActive(true); // GameManagerCar.instance.SetminimapActive(false); // GetComponent <CarSetup>().playerUIInstance.SetActive(false); } r_body.useGravity = false; Debug.Log(transform.name + " is Dead! "); //CALL RESPAWN METHOD StartCoroutine(Respawn()); }
public override void OnStartClient() { base.OnStartClient(); string _netID = GetComponent <NetworkIdentity>().netId.ToString(); PlayerObject _player = GetComponent <PlayerObject>(); GameManagerCar.RegisterPlayer(_netID, _player); RegisterCollider(); }
void CmdSetUserName(string playerID, string username) { PlayerObject player = GameManagerCar.GetPlayer(playerID); if (player != null) { Debug.Log(username + " has joined."); player.username = username; } }
void OnDisable() { Destroy(playerUIInstance); if (isLocalPlayer) { GameManagerCar.instance.SetSceneCameraActive(true); } GameManagerCar.UnregisterPlayer(transform.name); }
void Awake() { if (instance != null) { Debug.LogError("More than one GameManager in the scene."); } else { instance = this; } }
void OnEnable() { //Get anarray of players PlayerObject[] players = GameManagerCar.GetAllPlayers(); //Loop through andsetup listitem foreach one foreach (PlayerObject player in players) { Debug.Log(player.username + "|" + player.Kills + "|" + player.Deaths); GameObject itemGO = (GameObject)Instantiate(ScoreboardItem_Prefab, ScoreboardItem_Holder); PlayerScoreboardItem item = itemGO.GetComponent <PlayerScoreboardItem>(); if (item != null) { item.Setup(player.username, player.Kills, player.Deaths); } } }