Exemplo n.º 1
0
    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");
    }
Exemplo n.º 2
0
 // 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);
 }