// Instantiates arrow and particle effects void spawnVFX(bool _hitScan) { if (!isLocalPlayer) { return; } if (firePoint != null) { GameObject MoveArrow; MoveArrow = Instantiate(effectToSpawn, firePoint.transform.position, Quaternion.identity); MoveArrow.GetComponent <MoveArrow>().nameTag = transform.name; MoveArrow.transform.localRotation = firstPerson.GetCamRotation(); MoveArrow.GetComponent <MoveArrow>().UpdateSpeed(increaseSpeed, _hitScan, gameObject); print(isClient + " client | server " + isServer); if (isClient && !isServer) { CmdOnShoot(increaseSpeed, _hitScan); } else { RpcDoShootEffect(increaseSpeed, _hitScan); } } else { Debug.Log("No fire point!"); } }
void RpcDoShootEffect(float increaseSpeed, bool _hitScan) { if (isLocalPlayer) { return; } GameObject MoveArrow; MoveArrow = Instantiate(vfx[1], firePoint.transform.position, Quaternion.identity); MoveArrow.transform.localRotation = firstPerson.GetCamRotation(); MoveArrow.GetComponent <MoveServerArrow>().UpdateSpeed(increaseSpeed, _hitScan, null); increaseSpeed = speed; }