void OnPlayerRespawn(NetworkMessage netMsg) { NetVect3 playerRespawn = netMsg.ReadMessage <NetVect3>(); spawnPlayer(playerRespawn.value); UI.transform.localScale = Vector3.one; }
public void netPos(Vector3 pos) { NetVect3 posUpdate = new NetVect3(); posUpdate.value = pos; nm.nc.Send(901, posUpdate); }
void OnPlayerPosCorrection(NetworkMessage netMsg) { NetVect3 posUpdate = netMsg.ReadMessage <NetVect3>(); PlayerVect3 playerPos = new PlayerVect3(); playerPos.id = netMsg.conn.connectionId; playerPos.vect3 = posUpdate.value; sendToAllExcept(netMsg.conn.connectionId, 911, playerPos); /*foreach(User u in ConnectedUsers.FindAll(x => x.id != netMsg.conn.connectionId)){ * NetworkServer.SendToClient(u.id,911,playerPos); * }*/ ConnectedUsers.Find(x => x.id == netMsg.conn.connectionId).position = posUpdate.value; }
public IEnumerator respawn(int id) { yield return(new WaitForSeconds(config.respawnTime)); Vector3 respawn = selectedMap.getRandomSpawnPoint(); NetVect3 vect3 = new NetVect3(); vect3.value = respawn; PlayerVect3 playerVect = new PlayerVect3(); playerVect.id = id; playerVect.vect3 = respawn; NetworkServer.SendToClient(id, 926, vect3); sendToAllExcept(id, 916, playerVect); ConnectedUsers.Find(x => x.id == id).dead = false; }