Inheritance: MonoBehaviour
Exemplo n.º 1
0
    [ClientRpc] //tell clients we died
    public void RpcPlayerDied(GameObject _playerObjectsOwner, GameObject _player, GameObject _killer, bool _headshot)
    {
        string killersName = "Unknown";
        string playersName = "Unknown";

        if (_killer)
        {
            PlayerNetwork killerNetwork = _killer.GetComponent <PlayerNetwork>();
            killerNetwork.kills++;
            killersName = killerNetwork.Name;
        }
        else
        {
            Debug.LogError("No killer reference!");
        }

        if (_player)
        {
            PlayerNetwork playerNetwork = _playerObjectsOwner.GetComponent <PlayerNetwork>();
            playersName = playerNetwork.playerName;
            playerNetwork.playerIsDead = true; // set isDead to true
            playerNetwork.deaths++;            // Incease players death count
            _player.SetActive(false);          // Disable playerObject
        }
        else
        {
            Debug.LogError("No player reference!");
        }

        if (!killfeed)
        {
            killfeed = FindObjectOfType <Killfeed>();    // NOT THE BEST WAY TO HANDLE THIS. FIX?
        }
        if (!killfeed)
        {
            Debug.LogError("No killfeed in scene!");
        }
        else
        {
            killfeed.Spawnfeed(playersName, killersName, _headshot);
        }
    }
Exemplo n.º 2
0
 public static void ReportKill(int killer, int victim)
 {
     GameObject.Find("Leaderboards").GetComponent <Leaderboards>().Kill(killer, victim);
     Killfeed.ReportKill(killer, victim);
 }
Exemplo n.º 3
0
    void RPC_ShowKill(bool red, string player1, string player2)
    {
        Killfeed k = Instantiate(killbox, killfeed.gameObject.transform, false).GetComponent <Killfeed>();

        k.setAll(red, player1, player2);
    }
Exemplo n.º 4
0
 private void Awake()
 {
     instance = this;
 }