Esempio n. 1
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    // Spawn a projectile (Should be done with object pooling)
    public Projectile SpawnProjectile(byte prefabIndex)
    {
        GameObject prefab     = GameData.instance.projectilePrefabs[prefabIndex];
        Projectile projectile = Instantiate(prefab).GetComponent <Projectile>();

        projectiles.Add(projectile);
        colliderIdWithProjectiles.Add(projectile.collider.GetInstanceID(), projectile);
        return(projectile);
    }
Esempio n. 2
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    // Spawn a selector
    private PlayerSelector SpawnPlayerSelector(byte id)
    {
        PlayerSelector selector = Instantiate(selectorPrefab, selectorParent.GetChild(0)).GetComponent <PlayerSelector>();

        selector.AssignId(id);
        selector.parent = selectorParent;

        selectorList?.Add(selector);
        return(selector);
    }
Esempio n. 3
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    private void Awake()
    {
        MultiplayerManager.PacketEvt += PacketHandler;
        enemies = new ObjSyncList <BaseEnemy>(null);

        // Assign ids to the objects
        BaseEnemy[] enemyList = FindObjectsOfType <BaseEnemy>();
        byte        i         = 3;

        foreach (BaseEnemy enemy in enemyList)
        {
            enemy.AssignId(i);
            enemies.Add(enemy);
            i++;
        }
    }
    private void Awake()
    {
        MultiplayerManager.PacketEvt += PacketHandler;
        interactables = new ObjSyncList <Interactable>(null);

        // Assign ids to the objects
        Interactable[] interactableList = FindObjectsOfType <Interactable>();
        byte           i = 0;

        foreach (Interactable interactable in interactableList)
        {
            interactable.AssignId(i);
            interactables.Add(interactable);
            i++;
        }
    }
Esempio n. 5
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    public void OnEnable()
    {
        MultiplayerManager.PacketEvt += RecieveConnection;
        PhysicsManager.PhysicsEvt    += PhysicsHandler;

        objects      = new ObjSyncList <PhysicsObject>(null);
        movedObjList = new ObjSyncList <PhysicsObject>(null);

        // Assign ids to the objects
        PhysicsObject[] objList = FindObjectsOfType <PhysicsObject>();
        byte            i       = 0;

        foreach (PhysicsObject obj in objList)
        {
            obj.AssignId(i);
            objects.Add(obj);
            i++;
        }
    }
Esempio n. 6
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    public void SpawnAllPlayer()
    {
        cachedSelectors.TryGetValue(MultiplayerManager.LocalId, out int type);
        BasePlayer localPlayer = SpawnPlayer((PlayerType)type, MultiplayerManager.LocalId);

        players = new ObjSyncList <BasePlayer>(localPlayer);
        Camera.main.transform.SetParent(localPlayer.transform, false);

        for (byte i = 0; i < cachedSelectors.Count; i++)
        {
            if (i != MultiplayerManager.LocalId)
            {
                cachedSelectors.TryGetValue(i, out int otherType);
                players.Add(SpawnPlayer((PlayerType)otherType, i));
            }
        }

        cachedSelectors.Clear();
        MultiplayerManager.PacketEvt     += RecieveConnection;
        MultiplayerManager.DisconnectEvt += Disconnection;
    }