void HandleShoot() { // spawn all bullets with random direction for (int i = 0; i < bulletsPerShot; i++) { Vector3 shotDirection = GetShotDirectionWithinSpread(weaponMuzzle); GameObject Proiectil = PhotonNetwork.Instantiate("Photon Resources/Prefabs/Weapons/Projectile/" + projectilePrefab.gameObject.name, weaponMuzzle.position, Quaternion.LookRotation(shotDirection)); test = Proiectil.GetComponent <ProjectileStandard_Photon>(); test.playerWeaponsManager = atribuire; // ProjectileBase newProjectile = Instantiate(projectilePrefab, weaponMuzzle.position, Quaternion.LookRotation(shotDirection)); // newProjectile.ShootPhoton(this); } // muzzle flash if (muzzleFlashPrefab != null) { GameObject muzzleFlashInstance = Instantiate(muzzleFlashPrefab, weaponMuzzle.position, weaponMuzzle.rotation, weaponMuzzle.transform); Destroy(muzzleFlashInstance, 2f); } m_LastTimeShot = Time.time; // play shoot SFX if (shootSFX) { m_ShootAudioSource.PlayOneShot(shootSFX); } }
void Start() { projectileSt = GetComponent <ProjectileStandard_Photon>(); if (!gameObject.GetComponent <PhotonView>().ObservedComponents.Contains(this)) { gameObject.GetComponent <PhotonView>().ObservedComponents.Add(this); } gameObject.GetComponent <PhotonView>().Synchronization = ViewSynchronization.Unreliable; GetValues(); gameObject.name = gameObject.name + photonView.ViewID; // PhotonNetwork.SendRate = 60; // PhotonNetwork.SerializationRate = 60; }