private void OnEvent(byte eventcode, object content, int senderid) { //if (this.id != mainID) return; byte[] c = (byte[])content; //Debug.Log("Event Triggered: " + eventcode + " " + c[0]); if (eventcode == 0) //Player shot { NetworkPlayer sender; players.TryGetValue(c[0], out sender); if (sender == this) { return; } sender.gun.GetComponent <Gun>().NetworkShoot(); //return; } if (eventcode == 1) //Player was hit { //Debug.Log("Not yet Hits: " + c[1] + " " + c[0]); if (c[1] == mainID) { //Debug.Log("Hits: " + c[1] + " " + c[0]); this.Hit(c[0]); } return; } if (eventcode == 2) //Player was killed { Leaderboards.ReportKill(c[0], c[1]); return; } }
public void Die(int id) { GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().enabled = false; //stop moving Leaderboards.ReportKill(id, this.id); PhotonNetwork.RaiseEvent(2, new byte[] { (byte)id, (byte)this.id }, true, null); invulnurable = true; respawntime = RESPAWN_DELAY; //Color c = this.gameObject.GetComponentInChildren<Renderer>().material.color; //c.a = 0; //this.gameObject.GetComponentInChildren<Renderer>().material.color = c; }