void PartSpawned(SimpleNetworkedMonoBehavior part) { //part.getSprite().SetFrame( blockType ); //part.set_f32( "weight", Block::getWeight( block ) ); GameObject partGO = part.gameObject; partsToAdd.Add(partGO); partGO.GetComponent <Part_Info>().OwnerID = gOID; //b.set_u16( "playerID", playerID ); partGO.GetComponent <Part_Info>().ShipID = -1; // don't push on ship part.GetComponent <Part_Info>().ShipID = 0; part.GetComponent <Part_Info>().PlacedTime = Time.time; Debug.Log("part spawned"); }
// Callback only happens on the participant that calls instantiate, so we use RPC to set up bullet velocity. void BulletSpawned(SimpleNetworkedMonoBehavior bullet) { bullet.GetComponent <Bullet_Velocity>().RPC("setV", shootDir * bulletSpeed); bullet.GetComponent <Bullet_Hit>().RPC("setShooterNetworkedId", NetworkedId); }