public void SpawnEnemies(NetworkManager.EnemiesJSON enemiesJson)
 {
     foreach (NetworkManager.UserJSON enemyJSON in enemiesJson.enemyPlayers)
     {
         Vector3    position = new Vector3(enemyJSON.position[0], enemyJSON.position[1], enemyJSON.position[2]);
         Quaternion rotation = Quaternion.Euler(enemyJSON.rotation[0], enemyJSON.rotation[1], enemyJSON.rotation[2]);
         GameObject newEnemy = Instantiate(enemy, position, rotation) as GameObject;
         newEnemy.name = enemyJSON.name;
         PlayerController pc = newEnemy.GetComponent <PlayerController>();
         pc.isLocalPlayer = false;
         Health h = newEnemy.GetComponent <Health>();
         h.currentHealth = enemyJSON.health;
         h.OnChangeHealth();
         h.destroyOnDeath = true;
         h.isEnemy        = true;
     }
 }
Exemple #2
0
 public void SpawnEnemies(NetworkManager.EnemiesJSON enemiesJSON)     //TODO networking
 {
     //TODO
     foreach (NetworkManager.UserJSON enemyJSON in enemiesJSON.enemies)
     {
         Debug.Log(enemyJSON.health);
         if (enemyJSON.health <= 0) //修复Client1打死的怪,Client2上线时还存在的bug
         {
             continue;
         }
         Vector3    position = new Vector3(enemyJSON.position[0], enemyJSON.position[1], enemyJSON.position[2]);
         Quaternion rotation = Quaternion.Euler(enemyJSON.rotation[0], enemyJSON.rotation[1], enemyJSON.rotation[2]);
         GameObject newEnemy = Instantiate(enemy, position, rotation) as GameObject;
         newEnemy.name = enemyJSON.name;
         PlayerController pc = newEnemy.GetComponent <PlayerController>();
         pc.isLocalPlayer = false;
         Health h = newEnemy.GetComponent <Health>();
         h.currentHealth = enemyJSON.health;
         h.OnChangeHealth();
         h.destroyOnDeath = true;
         h.isEnemy        = true;
     }
 }