Inheritance: NetworkBehaviour
Esempio n. 1
0
        public void RpcAddMerge(GameObject ownerObject, GameObject mergingObject, bool hasAuthority, GameObject manager)
        {
            Debug.Log("This is triggered: " + this.hasAuthority + " " + hasAuthority);

            GameUnit ownerUnit   = ownerObject.GetComponent <GameUnit>();
            GameUnit mergingUnit = mergingObject.GetComponent <GameUnit>();

            if (ownerUnit != null && mergingUnit != null)
            {
                //Update the previous level to be the current unit's level before the merge.
                ownerUnit.previousLevel = ownerUnit.level;
                ownerUnit.isMerging     = mergingUnit.isMerging = true;
                if (ownerUnit.unitAttributes != null)
                {
                    float        mergeSpeedFactor = ownerUnit.unitAttributes.mergePrefabList[ownerUnit.level];
                    NavMeshAgent ownerAgent       = ownerObject.GetComponent <NavMeshAgent>();
                    ownerAgent.Stop();
                    NavMeshAgent mergingAgent = mergingObject.GetComponent <NavMeshAgent>();
                    mergingAgent.Stop();

                    if (manager != null)
                    {
                        Debug.Log("Manager has been found.");
                        MergeManager mergeManager = manager.GetComponent <MergeManager>();
                        if (mergeManager != null)
                        {
                            Debug.Log("Adding new merge group...");
                            mergeManager.mergeList.Add(new MergeGroup(ownerUnit, mergingUnit, mergeSpeedFactor));
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        public void ServerInitialize()
        {
            //Server code
            //This is run for spawning new non-player objects. Since it is a server calling to all clients (local and remote), it needs to pass in a
            //NetworkConnection that connects from server to THAT PARTICULAR client, who is going to own client authority on the spawned object.

            //Checking if global manager exists;
            GlobalManager globalManagerObject = GameObject.FindObjectOfType <GlobalManager>();

            if (globalManagerObject != null)
            {
                this.doesGlobalManagerExist = true;
            }
            else
            {
                this.doesGlobalManagerExist = false;
            }

            //Setting up Player
            GameObject playerUmbrellaObject     = new GameObject("Player");
            GameObject playerUnitUmbrellaObject = new GameObject("Units");

            playerUnitUmbrellaObject.transform.SetParent(playerUmbrellaObject.transform);
            playerUmbrellaObject.tag = "Player";

            //Player unit
            GameObject playerObject = MonoBehaviour.Instantiate(this.spawnPrefab) as GameObject;

            playerObject.transform.SetParent(playerUnitUmbrellaObject.transform);
            playerObject.transform.position = this.transform.position;
            NetworkIdentity objIdentity = playerObject.GetComponent <NetworkIdentity>();

            NetworkServer.SpawnWithClientAuthority(playerObject, this.connectionToClient);

            //Player selection manager
            GameObject manager = MonoBehaviour.Instantiate(this.selectionManagerPrefab) as GameObject;

            manager.transform.SetParent(playerUmbrellaObject.transform);
            SelectionManager selectionManager = manager.GetComponent <SelectionManager>();

            if (selectionManager != null)
            {
                selectionManager.allObjects.Add(playerObject);
                selectionManager.authorityOwner = objIdentity.clientAuthorityOwner;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Player split manager
            manager = MonoBehaviour.Instantiate(this.splitManagerPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            SplitManager splitManager = manager.GetComponent <SplitManager>();

            if (splitManager != null)
            {
                splitManager.selectionManager = selectionManager;
                splitManager.unitParent       = playerUnitUmbrellaObject.transform;
                if (this.doesGlobalManagerExist && globalManagerObject != null)
                {
                    splitManager.globalManagerObject = globalManagerObject;
                    splitManager.maxUnitCount        = globalManagerObject.playerMaxUnitCount;
                }
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Player merge manager
            manager = MonoBehaviour.Instantiate(this.mergeManagerPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            MergeManager mergeManager = manager.GetComponent <MergeManager>();

            if (mergeManager != null)
            {
                mergeManager.selectionManager = selectionManager;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            //Unit Attributes Tracker
            manager = MonoBehaviour.Instantiate(this.unitAttributesPrefab) as GameObject;
            manager.transform.SetParent(playerUmbrellaObject.transform);
            UnitAttributes attributes = manager.GetComponent <UnitAttributes>();

            if (attributes != null)
            {
                splitManager.unitAttributes = attributes;
                mergeManager.unitAttributes = attributes;
            }
            NetworkServer.SpawnWithClientAuthority(manager, this.connectionToClient);

            RpcCameraSetup(playerObject);

            int colorValue;

            switch (Spawner.colorCode)
            {
            default:
                colorValue = -1;
                break;

            case 0:
                colorValue = 0;
                break;

            case 1:
                colorValue = 1;
                break;

            case 2:
                colorValue = 2;
                break;
            }

            Spawner.colorCode++;
            if (Spawner.colorCode > 2)
            {
                Spawner.colorCode = 0;
            }
            RpcUnitAttributesSetup(manager, playerObject, colorValue);

            NetworkServer.SpawnWithClientAuthority(this.remotePrefab, this.connectionToClient);
        }