Esempio n. 1
0
        internal void ResourceNetworkInstantiate(GameObject resourceLoadedObject, bool visibleToAll, Player owner)
        {
            var loadedView = resourceLoadedObject.GetComponent <NetworkView>();

            NetworkView.RegisterNewView(ref loadedView);

            if (owner != null && owner.CurrentRoom == this)
            {
                loadedView.owner = owner;
            }
            else
            {
                loadedView.owner = Player.Server;
            }

            m_Actors.Add(loadedView);

            SendNetworkInstantiate(loadedView.Connections, resourceLoadedObject);
        }
Esempio n. 2
0
        /// <summary>
        /// Instantiate an object over the network
        /// </summary>
        /// <param name="resourcePath">Path to the resource on the client</param>
        /// <param name="position"></param>
        /// <param name="rotation"></param>
        /// <param name="owner"></param>
        /// <param name="visibleToAll">if false, the object is only visible to the owner. Additional visiblity is achieved via setting the subscriptions on the networkview </param>
        /// <returns></returns>
        public GameObject NetworkInstantiate(string resourcePath, Vector3 position, Quaternion rotation, Player owner, bool visibleToAll = true)
        {
            //TODO: actually get the object out of the resource path...

            var gobj = GameState.CreateGameObject(position, rotation);

            gobj.Room     = this;
            gobj.Resource = resourcePath;
            var netview = gobj.GetComponent <NetworkView>() ?? gobj.AddComponent <NetworkView>();

            NetworkView.RegisterNewView(ref netview);

            netview.owner = owner;

            m_Actors.Add(netview);

            SendNetworkInstantiate(netview.Connections, gobj);

            return(gobj);
        }