public void ServerSpawn(InGameNetworkBehaviour s) { server = s; if (VehiclePrefabs.Count > 0) { var vehicleSpawns = FindObjectsOfType <VehicleSpawn>().ToList(); vehicleSpawns.ForEach(spawn => { var vehicle_index = Random.Range(0, VehiclePrefabs.Count); var v = VehiclePrefabs[vehicle_index]; var vBehaviour = v.GetComponent <VehicleShootBehaviour>(); vBehaviour.OnSpawn(server); server.Spawn(v, spawn.transform.position, spawn.transform.rotation); //SPAWN THE VEHICLE }); } if (ItemPrefabs.Count > 0) { var itemSpawns = FindObjectsOfType <ItemSpawn>().ToList(); itemSpawns.ForEach(spawn => { var item_index = Random.Range(0, ItemPrefabs.Count); server.Spawn(ItemPrefabs[item_index], spawn.transform.position, spawn.transform.rotation); }); } var doors = FindObjectsOfType <DoorSpawn>().ToList(); doors.ForEach(door => { var door_behaviour = door.GetComponent <DoorBehaviour>(); door_behaviour.SpawnButtons(); }); }
private void CheckisServer() { if (server == null) { server = FindObjectOfType <InGameNetworkBehaviour>(); if (server == null) { return; } } }
public void OnSpawn(InGameNetworkBehaviour netCompanion) { if (weapons.Count > 0) { var randomWeapon = Random.Range(0, weapons.Count); activeWeapon = weapons[randomWeapon]; s_weapon = activeWeapon.name; weapon = activeWeapon.GetComponent <Weapon>(); bullet_prefab = weapon.bulletPrefab; weaponActive = true; RpcSetWeaponActive(true); } }
private void Start() { server = FindObjectOfType <InGameNetworkBehaviour>(); }