private void PlayerSpawned(SimpleNetworkedMonoBehavior playerObject) { Debug.Log("The player object " + playerObject.name + " has spawned at " + "X: " + playerObject.transform.position.x + "Y: " + playerObject.transform.position.y + "Z: " + playerObject.transform.position.z); }
public override void Awake() { uConstruct.Core.Saving.UCSavingManager.enabled = Networking.PrimarySocket.IsServer; base.Awake(); if (entity == null) { entity = GetComponent <SimpleNetworkedMonoBehavior>(); } instances.Add(this); }
public static void LocalNetworkedBuildingPlaced(SimpleNetworkedMonoBehavior target) { if (instances != null) { for (int i = 0; i < instances.Count; i++) { if (instances[i].entity.NetworkedId == target.NetworkedId) { instances[i].DestroyCurrentBuilding(); instances[i].ResetBuildingInstance(); } } } }
void PartSpawned(SimpleNetworkedMonoBehavior part) { //part.getSprite().SetFrame( blockType ); //part.set_f32( "weight", Block::getWeight( block ) ); GameObject partGO = part.gameObject; partsToAdd.Add(partGO); partGO.GetComponent <Part_Info>().OwnerID = gOID; //b.set_u16( "playerID", playerID ); partGO.GetComponent <Part_Info>().ShipID = -1; // don't push on ship part.GetComponent <Part_Info>().ShipID = 0; part.GetComponent <Part_Info>().PlacedTime = Time.time; Debug.Log("part spawned"); }
void Start() { if (entity == null) { entity = GetComponent <SimpleNetworkedMonoBehavior>(); } foreach (MonoBehaviour component in enableOnLocalOnly) { component.enabled = false; } playerCamera.gameObject.SetActive(false); if (entity.IsOwner) { InitiateLocalSetup(); } }
public CreateNetworkedBuilding PackData(SimpleNetworkedMonoBehavior requester, bool initiateEvent) { if (initiateEvent) { CallPack(this); } var evnt = new CreateNetworkedBuilding(); evnt.pos = transform.position; evnt.rot = transform.rotation; evnt.id = networkedID; evnt.placedOnID = networkedPlacedOnID; evnt.prefabID = this.prefabID; evnt.health = this.health; evnt.requesterID = requester == null ? 99999 : requester.NetworkedId; return(evnt); }
// Callback only happens on the participant that calls instantiate, so we use RPC to set up bullet velocity. void BulletSpawned(SimpleNetworkedMonoBehavior bullet) { bullet.GetComponent <Bullet_Velocity>().RPC("setV", shootDir * bulletSpeed); bullet.GetComponent <Bullet_Hit>().RPC("setShooterNetworkedId", NetworkedId); }
// Callback void PawnSpawned(SimpleNetworkedMonoBehavior pawnSnmb) { Debug.Log("Pawn Spawned"); pawnSnmb.transform.position = transform.position; RPC("PossessPawn", NetworkReceivers.AllBuffered, pawnSnmb.NetworkedId, OwnerId); }
private void PowerupSpawned(SimpleNetworkedMonoBehavior powerup) { _powerups.Add(powerup.gameObject); }
private void ZombieSpawned(SimpleNetworkedMonoBehavior zombie) { _zombies.Add(zombie.gameObject); }