/// <summary> /// Spawn a network node /// </summary> /// <param name="Instance">The Node from where function is called</param> /// <param name="Scene">The packed scene to spawn</param> /// <param name="NodeName">The name of the new node</param> /// <param name="NetworkMaster">The peer that should own this, default is server</param> /// <param name="SpawnPos">Where the spawn this node</param> public static Node SpawnNetworkedNode(this Node Instance, PackedScene Scene, string NodeName, int NetworkMaster = -1, Vector3?SpawnPos = null) { MDGameSession GameSession = Instance.GetGameSession(); return(GameSession.SpawnNetworkedNode(Scene, Instance, NodeName, NetworkMaster, SpawnPos)); }
/// <summary> /// Spawn a network node /// </summary> /// <param name="Instance">The Node from where function is called</param> /// <param name="NodeType">The type of node to spawn</param> /// <param name="NodeName">The name of the new node</param> /// <param name="UseRandomName">If set to true a random number will be added at the end of the node name</param> /// <param name="NetworkMaster">The peer that should own this, default is server</param> /// <param name="SpawnPos">Where the spawn this node</param> public static Node SpawnNetworkedNode(this Node Instance, Type NodeType, string NodeName, bool UseRandomName, int NetworkMaster = -1, Vector3?SpawnPos = null) { MDGameSession GameSession = Instance.GetGameSession(); return(GameSession.SpawnNetworkedNode(NodeType, Instance, NodeName, UseRandomName, NetworkMaster, SpawnPos)); }