public void NotifyPlayer(GameObject recipient) { //Validate data and make sure it is being pulled from Server List (Fixes Host problems) StorageSlots slotsData = new StorageSlots(); foreach (InventorySlot slot in storageSlots.inventorySlots) { slotsData.inventorySlots.Add(InventoryManager.GetSlotFromUUID(slot.UUID, true)); } StorageObjectSyncMessage.Send(recipient, gameObject, JsonUtility.ToJson(slotsData)); }
/// <param name="recipient">Client GO</param> /// <param name="slot"></param> /// <param name="objectForSlot">Pass null to clear slot</param> /// <param name="forced"> /// Used for client simulation, use false if client's slot is already updated by prediction /// (to avoid updating it twice) /// </param> /// <returns></returns> public static StorageObjectSyncMessage Send(GameObject recipient, GameObject storageObj, string data) { StorageObjectSyncMessage msg = new StorageObjectSyncMessage { Recipient = recipient.GetComponent <NetworkIdentity>().netId, StorageObj = storageObj.GetComponent <NetworkIdentity>().netId, Data = data }; msg.SendTo(recipient); return(msg); }
public void NotifyPlayer(GameObject recipient) { StorageObjectSyncMessage.Send(recipient, gameObject, JsonUtility.ToJson(storageSlots)); }