private void AssignSpawn(int connectionID, Team team, bool respawn = false) { GameObject spawn; if (respawn) { spawn = GetRespawnPosition(team); } else { spawn = GetInitialSpawnPosition(team); } PlayerSpawn playerSpawn = PlayerSpawn.Create(); playerSpawn.ConnectionID = connectionID; playerSpawn.SpawnPosition = spawn.transform.position; playerSpawn.SpawnRotation = spawn.transform.rotation; playerSpawn.RoomToken = RoomInfoToken; playerSpawn.TeamEnum = (int)team; playerSpawn.GameStarted = _gameIsStarted; playerSpawn.Send(); if (!respawn) { IncreaseSpawnCount(); } }
static void CreatePlayerSpawn() { if (!CheckSelection("zone")) { Debug.LogError("必须先选择zone"); return; } GameObject spawn = PlayerSpawn.Create(); spawn.transform.parent = Selection.activeTransform; }
public void SendPlayerSpawn(List <ClientConnectionInfo> connections, Player player) { var entitySpawn = new PlayerSpawn { EntityID = player.EntityID, Position = player.Position, Rotation = player.Rotation, Name = player.Username }; GroupSend(connections, entitySpawn.Create(), ChannelID.Gameplay, true); ConsoleUtils.Info("Broadcasted player spawn"); }