public void SpawnEnemy(GameObject enemy) { Vector3 vec = enemy.transform.position; Vector3 dir = enemy.transform.forward; //Send over spawn position and direction Net_SpawnEnemy msg = new Net_SpawnEnemy { enemyID = enemy.GetComponent <AIController>().myId, x = vec.x, y = vec.y, z = vec.z, xDir = dir.x, zDir = dir.z }; Debug.Log("Enemy Spawn Message Sent"); Send(msg, clients); }
private void OnSpawnEnemy(Net_SpawnEnemy msg) { GameObject enemy = Instantiate(Resources.Load("AI")) as GameObject; enemy.transform.position = new Vector3(msg.x, msg.y, msg.z); Enemy newEnemy = new Enemy { enemy = enemy, newPosition = enemy.transform.position, oldPosition = enemy.transform.position, dir = enemy.transform.forward }; if (enemies.ContainsKey(msg.enemyID)) { Debug.LogError(msg.enemyID + " already exists"); } enemies.Add(msg.enemyID, newEnemy); enemy.GetComponent <AIController>().enabled = false; }