[ClientRpc] //tell clients we died public void RpcPlayerDied(GameObject _playerObjectsOwner, GameObject _player, GameObject _killer, bool _headshot) { string killersName = "Unknown"; string playersName = "Unknown"; if (_killer) { PlayerNetwork killerNetwork = _killer.GetComponent <PlayerNetwork>(); killerNetwork.kills++; killersName = killerNetwork.Name; } else { Debug.LogError("No killer reference!"); } if (_player) { PlayerNetwork playerNetwork = _playerObjectsOwner.GetComponent <PlayerNetwork>(); playersName = playerNetwork.playerName; playerNetwork.playerIsDead = true; // set isDead to true playerNetwork.deaths++; // Incease players death count _player.SetActive(false); // Disable playerObject } else { Debug.LogError("No player reference!"); } if (!killfeed) { killfeed = FindObjectOfType <Killfeed>(); // NOT THE BEST WAY TO HANDLE THIS. FIX? } if (!killfeed) { Debug.LogError("No killfeed in scene!"); } else { killfeed.Spawnfeed(playersName, killersName, _headshot); } }
public static void ReportKill(int killer, int victim) { GameObject.Find("Leaderboards").GetComponent <Leaderboards>().Kill(killer, victim); Killfeed.ReportKill(killer, victim); }
void RPC_ShowKill(bool red, string player1, string player2) { Killfeed k = Instantiate(killbox, killfeed.gameObject.transform, false).GetComponent <Killfeed>(); k.setAll(red, player1, player2); }
private void Awake() { instance = this; }