Esempio n. 1
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    private IEnumerator InitiateRespawn(int timeout)
    {
        //Debug.LogFormat("{0}: Initiated respawn in {1}s", gameObject.name, timeout);
        yield return(new WaitForSeconds(timeout));

        RpcAdjustForRespawn();

        EquipmentPool.ClearPool(gameObject);

        SpawnHandler.RespawnPlayer(connectionToClient, playerControllerId, playerScript.JobType);
    }
Esempio n. 2
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    public void RespawnPlayer()
    {
        RpcAdjustForRespawn();
        var spawn     = CustomNetworkManager.Instance.GetStartPosition();
        var newPlayer = ( GameObject)Instantiate(CustomNetworkManager.Instance.playerPrefab, spawn.position, spawn.rotation);

//		NetworkServer.Destroy( this.gameObject );
        EquipmentPool.ClearPool(gameObject.name);
        PlayerList.Instance.connectedPlayers[gameObject.name] = newPlayer;
        NetworkServer.ReplacePlayerForConnection(this.connectionToClient, newPlayer, this.playerControllerId);
    }
Esempio n. 3
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    private IEnumerator initiateRespawn(int timeout)
    {
        Debug.LogFormat("{0}: Initiated respawn in {1}s", gameObject.name, timeout);
        yield return(new WaitForSeconds(timeout));

        RpcAdjustForRespawn();
        var spawn     = CustomNetworkManager.Instance.GetStartPosition();
        var newPlayer =
            Instantiate(CustomNetworkManager.Instance.playerPrefab, spawn.position, spawn.rotation);

        //		NetworkServer.Destroy( this.gameObject );
        EquipmentPool.ClearPool(gameObject.name);
        PlayerList.Instance.connectedPlayers[gameObject.name] = newPlayer;
        NetworkServer.ReplacePlayerForConnection(connectionToClient, newPlayer, playerControllerId);
    }
    private IEnumerator InitiateRespawn(int timeout)
    {
        Debug.LogFormat("{0}: Initiated respawn in {1}s", gameObject.name, timeout);
        yield return(new WaitForSeconds(timeout));

        RpcAdjustForRespawn();

        EquipmentPool.ClearPool(gameObject.name);

        //Remove player objects
        PlayerList.Instance.RemovePlayer(gameObject.name);
        //Re-add player to name list because a respawning player didn't disconnect
        PlayerList.Instance.CheckName(gameObject.name);

        SpawnHandler.RespawnPlayer(connectionToClient, playerControllerId, playerScript.JobType);
    }