void CmdOnHitPlayer(Vector2 _pos, string _id) { Player player = GameManger.GetPlayer(_id); player.GetComponent <Rigidbody2D>().AddForceAtPosition(weapon.targetImpact * target / 10, transform.position); RpcDoHitEffect(_pos); }
void CmdPlayerShot(string player_ID, int Damage) { Debug.Log(player_ID + " has been shot."); PlayerManager _player = GameManger.GetPlayer(player_ID); _player.RpcTakeDamage(Damage); //GameObject.Destroy (GameObject.Find(player_ID)); }
private void Die(string dealer_id) { //Calculate scores deaths++; Player dealer = GameManger.GetPlayer(dealer_id); if (dealer != null) { dealer.kills++; dealer.score += GameManger.instance.matchSettings.killScore; GameManger.instance.onPlayerKilledCallback.Invoke(playerName, dealer.playerName); } isDead = true; for (int i = 0; i < disableOnDeath.Length; i++) { disableOnDeath[i].enabled = false; } Collider2D _col = GetComponent <Collider2D>(); if (_col != null) { _col.enabled = false; } SpriteRenderer _sprite = GetComponent <SpriteRenderer>(); if (_sprite != null) { _sprite.enabled = false; } SpriteRenderer _sprite2 = turret.gameObject.GetComponent <SpriteRenderer>(); if (_sprite2 != null) { _sprite2.enabled = false; } canvas.GetComponent <Canvas>().enabled = false; GameObject _graphicsInstance = (GameObject)Instantiate(deahtEffect, transform.position, Quaternion.identity); Destroy(_graphicsInstance, 3f); Debug.Log(transform.name + " is DEAD!"); StartCoroutine(Respawn()); GetComponent <Shooting>().CmdStopShooting(); }
void CmdOnHitPlayer(Vector2 _pos, string _id) { Player player = GameManger.GetPlayer(_id); RpcDoHitEffect(_pos); }