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();
             }
         }
     }
 }
Exemple #4
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    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");
    }
Exemple #5
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        void Start()
        {
            if (entity == null)
            {
                entity = GetComponent <SimpleNetworkedMonoBehavior>();
            }

            foreach (MonoBehaviour component in enableOnLocalOnly)
            {
                component.enabled = false;
            }

            playerCamera.gameObject.SetActive(false);

            if (entity.IsOwner)
            {
                InitiateLocalSetup();
            }
        }
Exemple #6
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        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);
        }
Exemple #7
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 // 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);
 }
Exemple #8
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 // 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);
 }