/// <summary> /// 全体弾発射時 /// </summary> public override void OnShoot(AllRangeBullet bullet) { //自分しかいないのでイベント送信の必要なし if (PhotonNetwork.CurrentRoom.PlayerCount == 1) { return; } PhotonNetwork.RaiseEvent( (byte)MultiEventCode.ShootAllRange, 0, RaiseEventOptions.Default, SendOptions.SendReliable ); }
/// <summary> /// 全体弾発射時 /// </summary> public virtual void OnShoot(AllRangeBullet bullet){}