RpcTakeDamage() private method

private RpcTakeDamage ( int _amount, string _sourceID ) : void
_amount int
_sourceID string
return void
Exemplo n.º 1
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    void CmdPlayerShot(string _playerID, int _damage, string _sourcePlayerID)
    {
        Debug.Log(_playerID + " has been shot.");

        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage, _sourcePlayerID);
    }
Exemplo n.º 2
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    void CmdPlayerHit(string _playerID, int _damage)
    {
        Debug.Log(_playerID + " has been hit");

        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);
    }
    private void CmdPlayerShot(string playerId, float damage, string sourceID)
    {
        Debug.Log(playerId + " a été touché.");

        Player player = GameManager.GetPlayer(playerId);

        player.RpcTakeDamage(damage, sourceID);
    }
Exemplo n.º 4
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    void CmdPlayerShot(string _playerID, int damage)
    {
        Debug.Log($"{_playerID} has been shot");

        Player player = GameManager.GetPlayer(_playerID);

        player.RpcTakeDamage(damage);
    }
Exemplo n.º 5
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    void CmdPlayerShot(string playerID, float damage)
    {
        Debug.Log(playerID + " has been shot.");

        Player player = GameManager.GetPlayer(playerID);

        player.RpcTakeDamage(damage);
    }
Exemplo n.º 6
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    private void CmdPlayerShot(string playerId, int damage)
    {
        Debug.Log(playerId + " has been shot!");

        Player player = GameManager.GetPlayer(playerId);

        player.RpcTakeDamage(damage);
    }
Exemplo n.º 7
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    public void CmdPlayerShot(string playerID, float damage)
    {
        Player playerShot = GameManager.GetPlayer(playerID);

        if (playerShot != this.player)
        {
            playerShot.RpcTakeDamage(damage);
        }
    }
Exemplo n.º 8
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    [Command] // A Command is a method called from a client that is executed on the server
    void CmdPlayerShot(string _playerID, int _damage, string _sourceID)
    {
        Player _player = GameManager.GetPlayer(_playerID);
        Player _source = GameManager.GetPlayer(_sourceID);

        Debug.Log(_source.username + " shot " + _player.username);

        _player.RpcTakeDamage(_damage, _sourceID);
    }
    public void CmdPlayerShot(string _playerID, float _damage)
    {
        UnityEngine.Debug.Log(_playerID + " has been shot");
        Player _player = GameManager1.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);

        Destroy(this.gameObject);
    }
Exemplo n.º 10
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    void CmdPlayerShot(string _PlayerID, int _damage)
    {
        // Let the server know that a player's been shot.
        // Lets find out what player has been shot using the GameManger GetPlayer method.
        Player _player = GameManager.GetPlayer(_PlayerID);

        // Now, lets damage the player. ¬‿¬
        _player.RpcTakeDamage(_damage);
    }
Exemplo n.º 11
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    void CmdPlayerShot(string _playerID, int _damage)
    {
        Debug.Log(_playerID + " has been shot.");

        Player _player = GameManage.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);
        //GameObject.Find(_ID);
    }
Exemplo n.º 12
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    void CmdPlayerShot(string _playerID, int _damage)
    {
        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);
        Debug.Log(_playerID + " has been shot.");
        int debugPlayerHitHealth = _player.GetCurrentHealth();

        Debug.Log(_playerID + " has now " + debugPlayerHitHealth.ToString());
    }
Exemplo n.º 13
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    [Command] //This method is only called on the server
    void CmdPlayerShot(string playerID, int _damage, string _sourceID)
    {
        Debug.Log(playerID + " has been shot."); //it will show which element has been shot

        //Destroy (GameObject.Find(ID)); //Finds and destroys the object found by ID, but is disabled because is slow, could be applied later or in another game

        Player _player = GameManager.GetPlayer(playerID);

        _player.RpcTakeDamage(_damage, _sourceID);
    }
Exemplo n.º 14
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 private void OnCollisionEnter(Collision collision)
 {
     if (collision.collider.GetComponent <Player>())
     {
         Player playerCollision = collision.collider.GetComponent <Player>();
         if (rb.velocity.magnitude >= 25)
         {
             playerCollision.RpcTakeDamage((int)rb.velocity.magnitude, this.gameObject.name);
         }
     }
 }
Exemplo n.º 15
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    public void PlayerShot(string _playerID, int _damage, string nameTag, bool _headshot)
    {
        print("SHOULDNT BE HERE");
        Player _player = GameManager.GetPlayer(_playerID);

        if (!isServer && isClient)
        {
            CmdPlayerShot(_playerID, _damage, nameTag, _headshot);
            return;
        }
        _player.RpcTakeDamage(_damage, nameTag, _headshot);
    }
    void CmdPlayerShot(string _playerID, int _damage)
    {
        Debug.Log(_playerID + "has been shot.");

        Player _player = GameManager.GetPlayer(_playerID);

        if (gameObject.GetComponent <Player> ().Team == _player.Team)          // same team
        {
            return;
        }
        _player.RpcTakeDamage(_damage);
    }
Exemplo n.º 17
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    void RpcAiAttackPlayer(string name)
    {
        Player player = GameManager.GetPlayer(name);

        if (player.currentHealth <= 0)
        {
            focused_player = null;
            moveToPlayer   = false;
        }
        else if (ai_obj.currentHealth > 0)
        {
            player.RpcTakeDamage(10, player.name);
        }
    }
Exemplo n.º 18
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    private IEnumerator LavaChecker()
    {
        while (true)
        {
            yield return(new WaitForSeconds(0.5f));

            var collidersInBounds = Physics.OverlapSphere(transform.position, 0.6f);
            var isSafe            = collidersInBounds.Any(col => col.isTrigger && (col.tag == "Safe" || col.tag == "Column"));
            if (!isSafe)
            {
                _player.RpcTakeDamage(_damagePerTick, null, "Lava");
            }
        }
    }
Exemplo n.º 19
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    void CmdPlayerShoot(string _id, int damage)
    {
        try
        {
            //comand for server
            Debug.Log(_id + " - has been shoot!");

            Player player = GameManager.GetPlayer(_id);

            player.RpcTakeDamage(damage);
        }
        catch (Exception e)
        {
            Debug.Log("Exception is script PlayerShoot at methods C_PlayerShoot!" + e.Message);
        }
    }
Exemplo n.º 20
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    void CmdPlayerShot(string playerId, int damage, GameObject p)
    {
        Debug.Log(playerId + "has been shot");
        Player player = GameManager1.GetPlayer(playerId);



        player.RpcTakeDamage(damage, p);



        //NetworkServer.Destroy(p);


        // NetworkTransformChild.Destroy(p);
        //  player.RpcTakeDamage(damage);
    }
    void CmdPlayerShot(string _playerID, int _damage)
    {
        Debug.Log(_playerID + " has been shot");

        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);

        if (_player.lost)
        {
            if (_player.name == "Player 1")
            {
                Debug.Log(_player.name + " has Lost");
                Debug.Log("Player 2 has Won");
                string idd      = "Player 2";
                Player _player1 = GameManager.GetPlayer(idd);
                _player.EndGame();
                _player1.EndGame();
            }
            else
            {
                Debug.Log(_player.name + " has Lost");
                Debug.Log("Player 1 has Won");
                string idd      = "Player 1";
                Player _player1 = GameManager.GetPlayer(idd);
                _player.EndGame();
                _player1.EndGame();
            }
        }
        else if (_player.isDead)
        {
            if (_player.name == "Player 1")
            {
                string idd      = "Player 2";
                Player _player1 = GameManager.GetPlayer(idd);
                _player1.kills++;
            }
            else
            {
                string idd      = "Player 1";
                Player _player1 = GameManager.GetPlayer(idd);
                _player1.kills++;
            }
        }
    }
Exemplo n.º 22
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    void OnCollisionEnter(Collision col)
    {
        if (col.collider.gameObject.layer != LayerMask.NameToLayer("Bullets") && col.collider.gameObject.layer != LayerMask.NameToLayer("LocalPlayer"))
        {
            if (col.collider.gameObject.layer == LayerMask.NameToLayer("RemotePlayer"))
            {
                Player _player = GameManager.GetPlayer(col.transform.name);
                _player.RpcTakeDamage(weapon.damage, sourceID);
            }

            foreach (ContactPoint contact in col.contacts)
            {
                shoot.CmdOnHit(contact.point, contact.normal);
            }
            Debug.Log(col.transform.name);
            Destroy(gameObject);
        }
    }
Exemplo n.º 23
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    void OnTriggerEnter2D(Collider2D other)
    {
        string collLayerName = LayerMask.LayerToName(other.gameObject.layer);


        if (collLayerName == "Player")
        {
            if (!canHitPlayer)
            {
                return;
            }

            if (isServer)
            {
                Player p = other.GetComponent <Player>();
                if (p.hasKey)
                {
                    p.dropKey();
                }
                p.RpcTakeDamage(damageAmount);
            }
        }
        else if (collLayerName == "Ground")
        {
            Vector2 currentPosition2D = (Vector2)(transform.position);
            int     layer_mask        = LayerMask.GetMask("Ground");


            RaycastHit2D hit = Physics2D.Raycast(currentPosition2D, currentPosition2D + rb.velocity, 10f, layer_mask);

            Transform stoneBrPart = (Transform)Instantiate(stoneBreakParticlesPrefab, hit.point, Quaternion.FromToRotation(Vector3.right, hit.normal));
            Destroy(stoneBrPart.gameObject, 1f);
        }

        //once collided, keep it for Stone transform to correctly be sent to lagging clients.
        //Stone is destroyed by server after 5s
        transform.GetComponent <SpriteRenderer>().enabled   = false;
        transform.GetComponent <CircleCollider2D>().enabled = false;
    }
Exemplo n.º 24
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    void CmdPlayerWasShot(string _playerID, int _damage)
    {
        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage);
    }
Exemplo n.º 25
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    void CmdPlayerShot(string playerID, int weaponDamage)
    {
        Player shotedPlayer = GameManager.getPlayer(playerID);

        shotedPlayer.RpcTakeDamage(weaponDamage);
    }
Exemplo n.º 26
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    void CmdPlayerShot(string _playerID, int _damage, string _sourceID)
    {
        Player _player = GameManager.GetPlayer(_playerID);

        _player.RpcTakeDamage(_damage, _sourceID);
    }
Exemplo n.º 27
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    void CmdPlayerShot(GameObject obj, string _playerID, int damage)
    {
        Player player = GameManager.GetPlayer(_playerID.Replace("Player ", ""));

        player.RpcTakeDamage(obj, damage);
    }
Exemplo n.º 28
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    void CmdPlayerShot(string playerID, int damage)
    {
        Player player = GameManager.GetPlayer(playerID); //find player that gets damage

        player.RpcTakeDamage(damage);                    //taking damage from shooting
    }
Exemplo n.º 29
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    void CmdPlayerShot(uint netId, int damage)
    {
        Player player = GameManager.GetPlayer(netId);

        player.RpcTakeDamage(damage);
    }
Exemplo n.º 30
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    protected virtual void PlayerHit(string _ID, int _damage, string _attackerID)
    {
        Player _player = GameManager.GetPlayer(_ID);

        _player.RpcTakeDamage(_damage, _attackerID);
    }