public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token) { var entity = BoltNetwork.Instantiate(BoltPrefabs.MoveAndShootPlayer, SpawnPointsManager.GetSpawnPosition(), Quaternion.identity); entity.AssignControl(connection); }
public override void SceneLoadLocalDone(string scene, IProtocolToken token) { var entity = BoltNetwork.Instantiate(BoltPrefabs.MoveAndShootPlayer, SpawnPointsManager.GetSpawnPosition(), Quaternion.identity); entity.TakeControl(); }
private void Awake() { if (_instance != null) { Destroy(_instance.gameObject); } _instance = this; }
private IEnumerator RespawnRoutine() { if (entity.IsOwner && state.Health <= 0) { yield return(new WaitForSeconds(3)); SetState(SpawnPointsManager.GetSpawnPosition(), Vector3.zero, 0); state.Health = 100; BoltLog.Warn("Player respawn: {0}", entity.NetworkId); } }