void CmdPlayerShot(string _playerID, int _damage) { Debug.Log(_playerID + " has been shot!"); Player _player = GameManager.GetPlayer(_playerID); _player.RpcTakeDamage(_damage); }
void CmdPlayerGotShot(string playerId, float damage, string shooter) { //Debug.Log(playerId + " has been shot by damage " + damage + $" by {shooter}"); Player player = GameManager.Instance.GetPlayer(playerId); player.TakeDamage(damage); player.RpcTakeDamage(player.CurrentHealth, shooter); //Does this increase too much server load..? Looks fine. //Server side respawn if (player.CurrentHealth <= 0) { player.CurrentHealth = 100; } }