private GameObject OnSpawnEntity(Vector3 position, NetworkHash128 assetId) { var networkEntity = Instantiate <NetworkIdentity>(_networkStateEntityProtoType); networkEntity.transform.SetParent(this.transform); return(networkEntity.gameObject); }
public override void Deserialize(NetworkReader reader) { this.netId = reader.ReadNetworkId(); this.assetId = reader.ReadNetworkHash128(); this.position = reader.ReadVector3(); this.payload = reader.ReadBytesAndSize(); }
public static void SpawnObject(GameObject otherObject, NetworkHash128 hash128) { //F*****g reflect: var view = otherObject.GetComponent <NetworkIdentity>(); var assetId = view .GetType() .GetField("m_AssetId", BindingFlags.NonPublic | BindingFlags.Instance); assetId.SetValue(view, hash128); Debug.Log("BURN ASSET ID"); //F*****g network server: var type = typeof(NetworkServer); var info = type.GetProperty("instance", BindingFlags.NonPublic | BindingFlags.Static); var networkServer = info.GetValue(null, null) as NetworkServer; Debug.Log("BURN SERVER INSTANCE"); //F*****g spawn: type.GetMethod("SpawnObject", BindingFlags.NonPublic | BindingFlags.Instance) .Invoke(networkServer, new object[] { otherObject }); Debug.Log("BURN SPAWN OBJECT"); }
/** * Network stuff * Cuffently don't know what this is for */ GameObject ClientSpawnHandler(Vector3 position, NetworkHash128 assetId) { var go = CreateObject(); go.GetComponent <PoolMember>().SetObjectInactive(); return(go); }
public Projectile GetProjectileInstance(out NetworkHash128 assetId) { assetId = _projectilePool.assetId; var projectileInst = _projectilePool.GetInstance(); return(projectileInst.GetComponent <Projectile>()); }
public ResourcePickup GetResourceInstance(out NetworkHash128 assetId) { assetId = _resourcePickupPool.assetId; var projectileInst = _resourcePickupPool.GetInstance(); return(projectileInst.GetComponent <ResourcePickup>()); }
private void Start() { pSender = this.GetComponent <PlayerMessageSender>(); mConnection = this.GetComponent <NetworkIdentity>().connectionToClient; ClientScene.RegisterPrefab(bulletPrefab, NetworkHash128.Parse(bulletPrefab.name)); ClientScene.RegisterPrefab(_lineRenderer.gameObject, NetworkHash128.Parse(_lineRenderer.gameObject.name)); //FindObjectOfType<customNetworkManager>().OnClientConnect(mConnection); if (isLocalPlayer) //If I'm the local player { Cursor.lockState = CursorLockMode.Locked; _transform = this.transform; //get my transform and keep a reference to it. _rigidbody = this.GetComponent <Rigidbody>(); _camera = this.GetComponentInChildren <Camera>(); _cameraTransform = _camera.transform; mainCamera = Camera.main; //get the main camera and disable it mainCamera.gameObject.SetActive(false); } else //If im not the local player { _transform = this.transform; _rigidbody = this.GetComponent <Rigidbody>(); _camera = this.GetComponentInChildren <Camera>(); _camera.enabled = false; //turn the camera off. _camera.GetComponent <AudioListener>().enabled = false; //disable the camera } }
public void Init() { assetId = m_Prefab.GetComponent <NetworkIdentity>().assetId; for (int i = 0; i < poolSize; ++i) { GameObject obj = (GameObject)Instantiate(m_Prefab); obj.transform.parent = this.transform; obj.name = m_Prefab.name; m_Pool.Add(obj); obj.SetActive(false); } if (m_Prefab.GetComponent <Unit>() != null) { if (m_Prefab.GetComponent <Unit>().unitData != null) { foreach (GameObject go in m_Prefab.GetComponent <Unit>().unitData.objectToPool) { if (PoolManager.Instance.poolDictionnary[go.name] != null) { Debug.Log("poolDictionary[agent] != null"); PoolManager.Instance.poolDictionnary[go.name].poolSize = 23; PoolManager.Instance.poolDictionnary[go.name].Init(); } } } } ClientScene.RegisterSpawnHandler(assetId, SpawnObject, UnSpawnObject); }
public void SelectCharacter(NetworkHash128 characterHash) { if (characterHash.IsValid()) { manager.client.Send(MsgType.Highest + 1 + (short)NetMsgType.SelectCharacter, new HashMessage(characterHash)); } }
public void TestToString() { string guid = "0123456789abcdef9876543210fedcba"; NetworkHash128 hash = NetworkHash128.Parse(guid); Assert.That(hash.ToString(), Is.EqualTo(guid)); }
public void sendAssetId(NetworkHash128 assetId) { AssetsMessage msg = new AssetsMessage(); msg.assetId = assetId; NetworkServer.SendToAll(AssetMessage.assetMessage, msg); }
public GameObject SpawnStick(Vector3 position, NetworkHash128 assetId) { Debug.Log("spawn object>>>>>>>>>>>>>>>>>>> " + position); cue.transform.position = position; cue.SetActive(true); return(cue); }
private static GameObject NetworkSpawnItemHandler(Vector3 pos, NetworkHash128 asset_id) { //Debug.Log("CTF: client " + NetworkMatch.m_my_lobby_id + " flag spawning " + asset_id); GameObject prefabFromAssetId = m_registered_prefabs[asset_id]; if (prefabFromAssetId == null) { Debug.LogErrorFormat("CTF: Error looking up item prefab with asset_id {0}", asset_id.ToString()); return(null); } GameObject gameObject = UnityEngine.Object.Instantiate(prefabFromAssetId, pos, Quaternion.identity); if (gameObject == null) { Debug.LogErrorFormat("CTF: Error instantiating item prefab {0}", prefabFromAssetId.name); return(null); } gameObject.SetActive(true); //Debug.Log("Spawning flag " + asset_id + " active " + gameObject.activeSelf + " seg " + gameObject.GetComponent<Item>().m_current_segment); var netId = gameObject.GetComponent <NetworkIdentity>(); netId.GetType().GetField("m_AssetId", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(netId, asset_id); //Debug.Log("post spawn assetid " + gameObject.GetComponent<NetworkIdentity>().assetId); return(gameObject); }
public override void Deserialize(NetworkReader reader) { netId = reader.ReadNetworkId(); assetId = reader.ReadNetworkHash128(); position = reader.ReadVector3(); payload = reader.ReadBytesAndSize(); }
public GameObject SpawnCard(Vector3 position, NetworkHash128 assetId) { GameObject newCardGO = Instantiate(cardModelPrefab, playController.playAreaContent); playController.SetPlayActions(playController.playAreaContent.GetComponent <CardStack>(), newCardGO.GetComponent <CardModel>()); return(newCardGO); }
GameObject ClientSpawnHandler(Vector3 position, NetworkHash128 assetId) { var go = Instantiate(Bullet); go.GetComponent <PoolBullet>().SetBulletInactive(); return(go); }
void RpcSpawnObject(Vector3 objPosition, int option) { currPrefab = new GameObject(); if (option > 0) { Debug.Log("Select option value is:"); Debug.Log(option); ClientScene.RegisterPrefab(lstPrefabs[option]); modelPrefab = (GameObject)GameObject.Instantiate( lstPrefabs[option], objPosition, Quaternion.identity); assetId = modelPrefab.GetComponent <NetworkIdentity>().assetId; modelPrefab.AddComponent <PersistentObjectData>(); consecID++; modelPrefab.GetComponent <InstanceID>().SetID(consecID); objsSpawnPool.Add(modelPrefab); NetworkServer.Spawn(modelPrefab, assetId); currObjCount++; creatOrdr++; } }
public GameObject SpawnObject(Vector3 position, NetworkHash128 assetId) { GameObject serverObj = m_prefabs[assetId]; GameObject obj = InstantiatePool(serverObj.name + "Client", position, Quaternion.identity); ClientScene.RegisterSpawnHandler(obj.GetComponent <NetworkIdentity>().assetId, SpawnObject, DestroyPool); return(obj); }
public GameObject OnClientSpawn(Vector3 position, NetworkHash128 assetid) { var gameObject = this.NextClientObject(); gameObject.SetPosition(position); this.OnConfigure(gameObject); return(gameObject); }
public GameObject OnClientSpawn(Vector3 position, NetworkHash128 assetid) { //Create game object: var gameObject = base.Create(); gameObject.SetPosition(position); return(gameObject); }
public void SpawnSubObject(Vector3 pos) { Debug.Log("Value on call is:"); Debug.Log(selectedOption); assetId = lstPrefabs[selectedOption].GetComponent <NetworkIdentity>().assetId; RpcSpawnObject(pos, selectedOption); }
public GameObject Spawn(Vector3 position, NetworkHash128 assetId) { var obj = _pool.Rent().gameObject; obj.transform.position = position; return(obj); }
private GameObject Spawn(Vector3 position, NetworkHash128 assetId) { //Debug.Log("Spawn object"); var inst = GetInstance(); return(inst ? inst.gameObject : null); }
public GameObject AddPools(Vector3 v) { assetId = unitPrefab.GetComponent <NetworkIdentity>().assetId; GameObject worm = (GameObject)MonoBehaviour.Instantiate(unitPrefab, v, Quaternion.identity); waypoints.Insert(0, worm.transform); ClientScene.RegisterSpawnHandler(assetId, SpawnObject, UnSpawnObject); return(worm); }
void RpcRegisterWeapon() { if (currWeapon.GetComponent <NetworkIdentity>() == null) { currWeapon.AddComponent <NetworkIdentity>(); } ClientScene.RegisterPrefab(currWeapon, NetworkHash128.Parse(currWeapon.name)); CmdSpawnFix(currWeapon); }
private void CmdDestroyCandy(NetworkHash128 assetID) { //Debug.Log("dentro la seconda"); //Debug.Log("candy e' null per caso?" + (candy==null).ToString()); //NetworkServer.Destroy(candy.GetComponent); // forward the change also to all clients //RpcDestroyCandy(candy); }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Registers an asset on the clientside, given by the assetID. /// </summary> // <param name="assetID"></param> private void RegisterAsset(NetworkHash128 assetID) { if (NetworkServer.active) { return; } ClientScene.RegisterSpawnHandler(_AssetID, ClientSpawn, ClientDespawn); }
// Use this for initialization void Start() { //if (isServer) { Init(); NetworkHash128 cueAssetId = cue.GetComponent <NetworkIdentity>().assetId; ClientScene.RegisterSpawnHandler(cueAssetId, SpawnStick, UnspawnStick); } }
// Handles requests to spawn objects on the client public GameObject SpawnSychronizer(Vector3 position, NetworkHash128 assetId) { var sync = (GameObject)Instantiate( SynchronizerPrefab, position, Quaternion.identity); return(sync); }
private GameObject SpawnSphere(Vector3 position, NetworkHash128 assetId) { GameObject clientObject = Instantiate(clientPrefab, position, Quaternion.identity); //clientObject.transform.SetParent(SceneRoot.transform); clientObject.AddComponent <NetworkIdentity>(); clientObject.AddComponent <NetworkTransform>(); return(clientObject); }
public void Register() { var hash128 = NetworkHash128.Parse(this.SpawnId); ClientScene.RegisterSpawnHandler( hash128, this.OnClientSpawn, this.OnClientUnSpawn ); }