public void DestroyCircle(Vector3 explosionPosition, float radius) { var data = new GameSurfaceCircleEvent(explosionPosition, radius, false); _localState.AddEvent(data); BeforeRPCSent(); _photonView.RPC("RPCSpawnCircle", RPCSyncMethod, data); }
public void SpawnPatch(Vector3 patchPosition) { var data = new GameSurfaceCircleEvent(patchPosition, _patchRadius, true); _localState.AddEvent(data); BeforeRPCSent(); _photonView.RPC("RPCSpawnCircle", RPCSyncMethod, data); GetComponentInChildren <Renderer>().material.SetVector("_PatchTransformation", new Vector4(patchPosition.x, patchPosition.y, _patchRadius)); }
private void RPCSpawnCircle(GameSurfaceCircleEvent data, PhotonMessageInfo info) { _syncronizedState.AddEvent(data); Vector2 worldPosition = data.WorldPosition; if (data.HealSurface) { GetComponentInChildren <Renderer>().material.SetVector("_PatchTransformation", new Vector4(worldPosition.x, worldPosition.y, _patchRadius)); } HandleRPCReceive(info); }