public void Shoot(BulletType type, Vector2 pos, float rot, Vector2 vel, int pID) { //Shoot bullet on server string s = BulletDir.toString(pos, rot, vel, pID); s += ":" + type; PhotonView pun = GetComponent <PhotonView>(); pun.RPC("ShootServer", PhotonTargets.All, s); //ShootClient(type,pos,rot,vel); //Shoot bullet on client }
void ShootServer(string s) { BulletDir dir = new BulletDir(s); string[] vals = s.Split(':'); foreach(var v in BulletOptions) { if(v.type.ToString().Equals(vals[6])) { GameObject NewBullet = (GameObject)Instantiate(v.Prefab, dir.pos, Quaternion.identity); NewBullet.transform.eulerAngles = new Vector3(0,0,dir.rot); NewBullet.GetComponent<BulletSpawn>().Init(dir.vel, true, dir.playerID); } } }
void ShootServer(string s) { BulletDir dir = new BulletDir(s); string[] vals = s.Split(':'); foreach (var v in BulletOptions) { if (v.type.ToString().Equals(vals[6])) { GameObject NewBullet = (GameObject)Instantiate(v.Prefab, dir.pos, Quaternion.identity); NewBullet.transform.eulerAngles = new Vector3(0, 0, dir.rot); NewBullet.GetComponent <BulletSpawn>().Init(dir.vel, true, dir.playerID); } } }