void Awake() { foreach (var group in damageGroups) { damageGroup |= group; } FFSystem.RegisterNetGameObject(gameObject, gameObject.name); FFMessageBoard <ApplyHealthEvent> .Connect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Connect(OnHealthEmpty, gameObject); if (FFServer.isLocal == false) { FFMessageBoard <ExHealth> .Connect(OnServerUpdate, gameObject); } else { FFMessage <FFNetEvents.ClientConnectedEvent> .Connect(OnClientConnected); } }
void Awake() { bool localNetObject = FFSystem.RegisterNetGameObject(gameObject, "Player"); // Make Sequences MoveSeq = action.Sequence(); // Update Sequence // Input Events only if object was created by local source if (localNetObject) { FFMessage <FFLocalEvents.UpdateEvent> .Connect(OnUpdateEvent); PositionUpdateSeq = action.Sequence(); PositionUpdateSeq.Call(UpdatePositionCall); } FFMessageBoard <ExPlayerPositionUpdate> .Connect(OnPlayerPositionUpdate, gameObject); FFMessageBoard <ExPlayerMoveAction> .Connect(OnPlayerMoveAction, gameObject); FFMessageBoard <ExPlayerFireAction> .Connect(OnPlayerFireAction, gameObject); }