private void OnSpawnBullet(Net_SpawnBullet msg) { //Debug.Log("BulletSpawn Message Recieved"); Vector3 pos = new Vector3(msg.x, msg.y, msg.z); Vector3 dir = new Vector3(msg.xDir, 0f, msg.zDir); GameObject g = Instantiate(FindObjectOfType <PlayerController>().bulletPrefab, pos, Quaternion.identity); g.transform.forward = dir; g.GetComponent <BulletController>().myID = msg.bulletID; Destroy(g.GetComponent <Collider>()); bullets.Add(msg.bulletID, g); }
private void OnSpawnBullet(Net_SpawnBullet msg) { //Spawn Bullets in server scene Vector3 pos = new Vector3(msg.x, msg.y, msg.z); Vector3 dir = new Vector3(msg.xDir, 0f, msg.zDir); GameObject bullet = Resources.Load("Bullet") as GameObject; GameObject g = Instantiate(bullet, pos, Quaternion.identity); g.transform.forward = dir; g.GetComponent <BulletController>().myID = bulletID; msg.bulletID = bulletID; bulletID++; bullets.Add(g.GetComponent <BulletController>()); Send(msg, clients); }
public void OnBulletSpawn(GameObject bullet) { Vector3 vec = bullet.transform.position; Vector3 dir = bullet.transform.forward; //Send over spawn position and direction Net_SpawnBullet msg = new Net_SpawnBullet { ownerID = ourClientID, x = vec.x, y = vec.y, z = vec.z, xDir = dir.x, zDir = dir.z }; //Debug.Log("BulletSpawn Message Sent"); SendServer(msg); }