public static InstantiateSceneObject ( string prefabName, Vector3 position, Quaternion rotation, int group, object data ) : GameObject | ||
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this PhotonView. |
data | object | Optional instantiation data. This will be saved to it's PhotonView.instantiationData. |
Результат | GameObject |
public void SpawnHoles() { int y; int x; for (int i = 0; i < 10; i++) { y = Random.Range(-90, -30); x = Random.Range(10, 152); PhotonNetwork.InstantiateSceneObject("Holes", new Vector3((float)x, (float)y, 10f), Quaternion.identity, 0, null); if (x < 153) { GameObject lava = GameObject.Find("GenLava(Clone)"); lava.GetComponent <PhotonView>().RPC("SetInitialBlock", PhotonTargets.All, x, y - (int)lava.GetComponent <Lava>().offset_y); } } for (int i = 0; i < 10; i++) { y = Random.Range(5, 90); x = Random.Range(154, 300); PhotonNetwork.InstantiateSceneObject("Holes", new Vector3((float)x, (float)y, 10f), Quaternion.identity, 0, null); if (x > 153) { GameObject water = GameObject.Find("GenWater(Clone)"); //Debug.Log (x + "/" + (y - (int)lavaScript.offset_y)); water.GetComponent <PhotonView>().RPC("SetInitialBlock", PhotonTargets.All, x - (int)water.GetComponent <Lava>().offset_x, y); } } }
void SpawnMonsters(object sender, EventArgs e) { if (!PhotonNetwork.isMasterClient) { return; } //get all of spawn points in the scene EnemySpawnPoint[] sceneSpawnPoints = FindObjectsOfType <EnemySpawnPoint>(); foreach (EnemySpawnPoint spawnPoint in sceneSpawnPoints) { string objectToSpawn = string.Empty; if (spawnPoint.CustomEnemySpawn != null) { objectToSpawn = spawnPoint.CustomEnemySpawn.name; } if (objectToSpawn == string.Empty) { objectToSpawn = GetMonsterBasedOnWeights(spawnPoint.MinimumWeight, spawnPoint.MaximumWeight); } //use photon to instantiate the object over the network GameObject obj = PhotonNetwork.InstantiateSceneObject("AI/" + objectToSpawn, spawnPoint.transform.position, spawnPoint.transform.rotation, 0, null); RoomManager.Instance.AddEnemyToRoom(obj.GetComponent <AI>(), spawnPoint.SpawnPointRoom); } }
public static Wall SpawnWallMultiplayer(ref Transform parent) { var wall = PhotonNetwork.InstantiateSceneObject("Wall", Vector3.zero, Quaternion.identity).GetComponent <Wall>(); wall.Transform.SetParent(parent); return(wall); }
void AddFood() { if (PhotonNetwork.isMasterClient) { PhotonNetwork.InstantiateSceneObject("food", new Vector3(Random.Range(-20, 20), Random.Range(-95, -5), Random.Range(-20, 20)), Quaternion.Euler(Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180)), 0, null); } }
//checks if everyplayer is in the room and ready to play public void PlayersReady() { int xVal = 0; for (int i = 0; i < 2; i++) { GameObject prefab = PhotonNetwork.InstantiateSceneObject(Dice.name, new Vector3(xVal, 2, 0), Quaternion.identity); int prefabViewID = prefab.GetComponent <PhotonView>().ViewID; if (i == 0) { prefab.name = "Dice1"; SetRoomProperty(DICE_1_HASHKEY, prefabViewID); } else if (i == 1) { prefab.name = "Dice2"; SetRoomProperty(DICE_2_HASHKEY, prefabViewID); } xVal += 3;//seperates the second dice from the first one } int starterIndex = UnityEngine.Random.Range(1, PhotonNetwork.PlayerList.Length + 1); SetRoomProperty(PLAYER_IN_ACTION_HASHKEY, starterIndex); SetRoomProperty(GAME_STATE_HASHKEY, 1); }
void SpanwEnemy(Transform _enemy) { int i = Random.Range(0, spawnPoints.Length); Vector3 spawn = spawnPoints[i].transform.position; PhotonNetwork.InstantiateSceneObject(Path.Combine("PhotonPrefabs", _enemy.name), spawn, Quaternion.identity); }
public void Update() { if (_network.IsMine) { if (!_currentFlag) { if (_countdown < 0.0f) { SpawnPoint spawn = _PickSpawn(); Vector3? pos = spawn.GetSpawnLocation(); if (pos.HasValue) { _currentFlag = PhotonNetwork.InstantiateSceneObject( Path.Combine("CaptureTheFlag", "Flag"), pos.Value, Quaternion.identity ); } } else { _countdown -= Time.deltaTime; } } else { _countdown = SpawnDelay; } } }
// Start is called before the first frame update void Start() { PhotonNetwork.Instantiate(RealPlayer.name, Vector3.zero, Quaternion.identity); // PhotonNetwork.InstantiateSceneObject(Sphere.name, new Vector3(0f, 4f, 0f), Quaternion.identity); if (PhotonNetwork.IsMasterClient) { for (int i = 0; i < 5; i++) { GameObject go = PhotonNetwork.InstantiateSceneObject(capsule.name, new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f)), Quaternion.identity); go.name = capsule.name + i; } } if (PhotonNetwork.IsMasterClient) { foreach (Player player in PhotonNetwork.PlayerList) { GameObject go = PhotonNetwork.InstantiateSceneObject(Cube.name, new Vector3(Random.Range(-5f, 5f), 2f, Random.Range(-5f, 5f)), Quaternion.identity); go.transform.name = player.NickName; } } foreach (Player player in PhotonNetwork.PlayerList) { //go.name = player.NickName; } }
public void ChooseMap() { Debug.Log("choosemap"); GameObject a = PhotonNetwork.InstantiateSceneObject(TileMaps[Random.Range(0, 6)].name, Vector2.zero, UnityEngine.Quaternion.identity, 0, null); tagOfmap = a.tag; }
public void AsMasterSpawnBotsForAllPlayers(MapData mapData) { if (PhotonNetwork.isMasterClient) { if (mapData.bots != null) { for (int i = 0; i < mapData.bots.Count; i++) { BotPrefab prefab = botsList.FirstOrDefault(p => p.type == mapData.bots[i].type); for (int j = 0; j < mapData.bots[i].count; j++) { Vector3 tankPos = Vector3.zero; Quaternion tankRot = Quaternion.identity; GameObject tank = PhotonNetwork.InstantiateSceneObject(prefab.prefab.name, tankPos, tankRot, 0, null); tank.GetComponent <BOTSetup>().AsMasterSetIDForAllPlayers(BotID(prefab.type, j)); } } } else { Debug.LogWarning("MapData do not have bots list"); } } }
//IEnumerator Sync () //{ // while (true) // { // yield return new WaitForSecondsRealtime(0.1f); // photonView.RPC("SyncFoodSpawnerRPC",PhotonTargets.Others,licznik,licznkiDynamit,licznkiNaprawiarka,licznkiZasoby,licznkiCoin); // } //} //[PunRPC] //void SyncFoodSpawnerRPC (int LICZNIK,int LICZNIKDYNAMIT, int LICZNIKNAPRAWIARKA, int LICZNIKZASOBY, int LICZNIKCOIN) //{ // licznik = LICZNIK; // licznkiDynamit = LICZNIKDYNAMIT; // licznkiNaprawiarka = LICZNIKNAPRAWIARKA; // licznkiZasoby = LICZNIKZASOBY; // licznkiCoin = LICZNIKCOIN; //} void Spawning(CoSpawnic coSpawnic, Vector3 pos) { Quaternion rot = Quaternion.Euler(0, 0, UnityEngine.Random.Range(1.0f, 360.0f)); switch (coSpawnic) { case CoSpawnic.Score: PhotonNetwork.InstantiateSceneObject("Item_Exp", pos, rot, 0, null); //Instantiate(Food, pos, rot); break; case CoSpawnic.Coin: PhotonNetwork.InstantiateSceneObject("Item_Coin", pos, rot, 0, null); //Instantiate(Coin, pos, rot); break; case CoSpawnic.Dynamit: PhotonNetwork.InstantiateSceneObject("Item_Dynamite", pos, rot, 0, null); //Instantiate(Dynamite, pos, rot); break; case CoSpawnic.Naprawiarka: PhotonNetwork.InstantiateSceneObject("Item_Naprawka", pos, rot, 0, null); //Instantiate(Naprawka, pos, rot); break; case CoSpawnic.Zasoby: PhotonNetwork.InstantiateSceneObject("Item_Zasoby", pos, rot, 0, null); //Instantiate(Zasoby, pos, rot); break; default: break; } }
void RespawnZombieOnNetwork() { //debug if (respawnerSetting.zombiePrefebs == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> respawnerSetting.zombiePrefebs is null", this); return; } if (ZombieCurrentAmount <= respawnerSetting.MaxZombieAmount) { GameObject newZombie = PhotonNetwork.InstantiateSceneObject(this.respawnerSetting.zombiePrefebs[Zoffest % respawnerSetting.zombiePrefebs.Length].name, respawnerSetting.respawnPlace.position, respawnerSetting.respawnPlace.rotation, 0, null); PhotonView zombiephotonView = newZombie.GetComponent <PhotonView>(); photonView.RPC("SetNewZombie", PhotonTargets.All, zombiephotonView.viewID); ZombieCurrentAmount++; lastRespawnTime = Time.time; Zoffest++; if (Zoffest >= 6) { Zoffest = 0; } } //call RPC }
public void LegendCardG() { // Prince Thorald leaves the game GameObject found = GameObject.Find("Prince"); if (found == null) { found = GameObject.Find("Prince(Clone)"); } found.GetPhotonView().RPC("Destroy", RpcTarget.AllBuffered); // add wardarks on space 26 and 27 (move twice at the end of the day) Vector3 w26 = GameBoardRegion.getCoordinates(26); Vector3 w27 = GameBoardRegion.getCoordinates(27); Dictionary <int, Vector3> wPositions = new Dictionary <int, Vector3>() { { 26, w26 }, { 27, w27 } }; GameObject m; foreach (KeyValuePair <int, Vector3> w in wPositions) { m = (GameObject)PhotonNetwork.InstantiateSceneObject("Wardrak", w.Value, Quaternion.identity); SceneManager.MoveGameObjectToScene(m, SceneManager.GetSceneByName("GameScene")); PhotonView v3 = m.GetPhotonView(); v3.RPC("DontDestroy", RpcTarget.AllBuffered); v3.RPC("SetPosition", RpcTarget.AllBuffered, w.Key); } }
void Update() { if (player != null && photonView.IsMine) { FollowTarget(player.GetComponent <Target>()); } /* //FIND PLAYER ROTATION AND ROTATE TOWARDS HIM * Vector3 targetDir = player.position - transform.position; * float step = rotationSpeed * Time.deltaTime; * Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f); * //RETREAT * if (Vector3.Distance(transform.position, player.position) <= retreatDistance) * { * transform.position = Vector3.MoveTowards(transform.position, player.position, -speed * Time.deltaTime); * transform.rotation = Quaternion.LookRotation(newDir); * }*/ //SHOOT if (timeBetweenShots <= 0) { GameObject projectileClone; projectileClone = PhotonNetwork.InstantiateSceneObject(this.projectile.name, firePoint.transform.position, this.transform.rotation) as GameObject; timeBetweenShots = attackSpeed; StartCoroutine(DestroyGameObject(projectileClone, 3f)); } else { timeBetweenShots -= Time.deltaTime; } }
private IEnumerator SpawnAsteroid() { while (true) { yield return(new WaitForSeconds(Random.Range(AsteroidsGame.ASTEROIDS_MIN_SPAWN_TIME, AsteroidsGame.ASTEROIDS_MAX_SPAWN_TIME))); Vector2 direction = Random.insideUnitCircle; Vector3 position = Vector3.zero; if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y)) { // Make it appear on the left/right side position = new Vector3(Mathf.Sign(direction.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, direction.y * Camera.main.orthographicSize); } else { // Make it appear on the top/bottom position = new Vector3(direction.x * Camera.main.orthographicSize * Camera.main.aspect, 0, Mathf.Sign(direction.y) * Camera.main.orthographicSize); } // Offset slightly so we are not out of screen at creation time (as it would destroy the asteroid right away) position -= position.normalized * 0.1f; Vector3 force = -position.normalized * 1000.0f; Vector3 torque = Random.insideUnitSphere * Random.Range(500.0f, 1500.0f); object[] instantiationData = { force, torque, true }; PhotonNetwork.InstantiateSceneObject("BigAsteroid", position, Quaternion.Euler(Random.value * 360.0f, Random.value * 360.0f, Random.value * 360.0f), 0, instantiationData); } }
public void AIControl() { /* if (portal==null&&ObjectsAI.Count==0) * { * if (ObjectsAI) * { * * } * portal=Instantiate(portalOBJ); * }*/ if (ObjectsAI.Count != 0) { foreach (var item in ObjectsAI) { if (item == null) { ObjectsAI.Remove(item); } return; } } else { if (spawnedBoss < 1) { if (!PhotonNetwork.isMasterClient) { return; } PhotonNetwork.InstantiateSceneObject(Boss[Random.Range(0, 2)].name, new Vector2(91.56f, 15), UnityEngine.Quaternion.identity, 0, null); spawnedBoss++; } } }
void spawnPenguin() { int PEN = Random.Range(1, 10); //Instantiate random //GameObject penguin = Instantiate(penguins); //if (PhotonNetwork.isMasterClient == true) //{ //if (!PhotonNetwork.IsMasterClient) //return; for (var i = 0; i < PEN; i++) { if (PhotonNetwork.IsMasterClient) { Vector3 origin = transform.position; Vector3 range = transform.localScale * 5.0f; Vector3 randomRange = new Vector3(Random.Range(-range.x, range.x), Random.Range(1, 1), Random.Range(-range.z, range.z)); Vector3 randomCoordinate = origin + randomRange; float randomRotation = Random.Range(-180, 180); float randomSize = Random.Range(0.6f, 1); GameObject peng = PhotonNetwork.InstantiateSceneObject("anamatedPenguin", randomCoordinate, Quaternion.Euler(0, randomRotation, 0), 0, null); peng.transform.localScale = new Vector3(randomSize, randomSize, randomSize); } //penguin.transform.position = transform.position; //penguin.transform.parent = transform; // } } }
public void Attack() { if (!PhotonNetwork.isMasterClient) { return; } if (numMonsters < maxMonsterSpawn) { GameObject newMonster = PhotonNetwork.InstantiateSceneObject(monster.name, spawnPoint.position, Quaternion.identity, 0, null); newMonster.GetComponent <Enemy> ().SetTowerParent(gameObject); numMonsters++; } bulletCooldown += Time.deltaTime; // If cooldown has passed and target is not tower's owner then attack if (bulletCooldown >= bulletCastTime && !IsOwner(target.gameObject)) { //Vector3 direction = Utils.isoProjectile(Utils.isoVector3(target.transform.position - shootPointSE.position)); Vector3 direction = target.transform.position - shootPointE.position; direction.Normalize(); GameObject bulletClone = PhotonNetwork.InstantiateSceneObject(bullet.name, shootPointE.transform.position, Quaternion.Euler(direction), 0, null); bulletClone.transform.position = new Vector3(shootPointE.transform.position.x, shootPointE.transform.position.y, target.transform.position.z); bulletClone.GetComponent <Rigidbody2D> ().velocity = direction * bulletSpeed; bulletCooldown = 0; StartCoroutine(Utils.NetworkDestroy(bulletClone, bulletLifetime)); } }
static public void CreateDefaultTimer() { if (PhotonNetwork.IsMasterClient && single == null) { PhotonNetwork.InstantiateSceneObject("TimerNet", Vector3.zero, Quaternion.identity); } }
/** * Générer les ressources sur la carte aléatoirement * @param void * @return void * @author Vincent Gagnon */ void GenererRessources() { foreach (Player p in PhotonNetwork.PlayerList) { nbJoueurConnecte++; } // Générer aléatoirement l'emplacement du bois Shuffle(aSpawnerBois); for (int iBois = 0; iBois < 4; iBois++) { GameObject oCloneBois = PhotonNetwork.InstantiateSceneObject("bois", aSpawnerBois[iBois].transform.position, Quaternion.Euler(aSpawnerBois[iBois].transform.eulerAngles)); oCloneBois.transform.parent = aSpawnerBois[iBois].transform; } // Générer aléatoirement l'emplacement du fer Shuffle(aSpawnerFer); for (int iFer = 0; iFer < 5; iFer++) { GameObject oCloneFer = PhotonNetwork.InstantiateSceneObject("fer", aSpawnerFer[iFer].transform.position, Quaternion.Euler(aSpawnerFer[iFer].transform.eulerAngles)); oCloneFer.transform.parent = aSpawnerFer[iFer].transform; } // Générer aléatoirement l'emplacement du cuir Shuffle(aSpawnerCuir); for (int iCuir = 0; iCuir < 4; iCuir++) { GameObject oCloneCuir = PhotonNetwork.InstantiateSceneObject("cuir", aSpawnerCuir[iCuir].transform.position, Quaternion.Euler(aSpawnerCuir[iCuir].transform.eulerAngles)); oCloneCuir.transform.parent = aSpawnerCuir[iCuir].transform; } }
// Use this for initialization void Start() { PV = GetComponent <PhotonView>(); if (PhotonNetwork.IsMasterClient) { if (PV.IsMine) { myAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "PlayerAvatar"), GameSetup.GS.spawnPoints[0].position, GameSetup.GS.spawnPoints[0].rotation, 0); myAvatar.tag = "Player1"; myAvatar.GetComponent <PlayerMouvement>().xMaxLimit = -0.5f; myAvatar.GetComponent <PlayerMouvement>().xMinLimit = -4f; myAvatar.GetComponent <PlayerMouvement>().zMaxLimit = 3.5f; myAvatar.GetComponent <PlayerMouvement>().zMinLimit = -3.5f; PhotonNetwork.InstantiateSceneObject(Path.Combine("PhotonPrefabs", "PhotonBotP1"), GameSetup.GS.spawnBotP1.transform.position, GameSetup.GS.spawnBotP1.transform.rotation, 0); PhotonNetwork.InstantiateSceneObject(Path.Combine("PhotonPrefabs", "PhotonBotP2"), GameSetup.GS.spawnBotP2.transform.position, GameSetup.GS.spawnBotP2.transform.rotation, 0); } } else { if (PV.IsMine) { myAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "PlayerAvatar"), GameSetup.GS.spawnPoints[1].position, GameSetup.GS.spawnPoints[1].rotation, 0); myAvatar.tag = "Player2"; myAvatar.GetComponent <PlayerMouvement>().xMaxLimit = 4f; myAvatar.GetComponent <PlayerMouvement>().xMinLimit = 0.5f; myAvatar.GetComponent <PlayerMouvement>().zMaxLimit = 3.5f; myAvatar.GetComponent <PlayerMouvement>().zMinLimit = -3.5f; } } }
void SpawnMonsters() { Spawn monsterSpawn = s[1]; GameObject monster = (GameObject)PhotonNetwork.InstantiateSceneObject("Monster", monsterSpawn.transform.position, monsterSpawn.transform.rotation, 0); monster.GetComponent <MonsterAI>().enabled = true; }
void Spawn() { // Do things on the master client - he is our bitch print("Making monsters"); GameObject[] allPlayers = GameObject.FindGameObjectsWithTag("Player"); //spawn a monster around each player foreach (GameObject player in allPlayers) { for (int i = 0; i < MONSTERS_TO_SPAWN; i++) { Vector3 randPos = Random.onUnitSphere * MIN_SPAWN_DISTANCE + Random.insideUnitSphere * (MAX_SPAWN_DISTANCE - MIN_SPAWN_DISTANCE); randPos.y = MAX_SPAWN_DISTANCE * 1.25F; //so the monster doesn't spawn underground Vector3 spawnPos = new Vector3(player.transform.position.x + randPos.x, player.transform.position.y + randPos.y, player.transform.position.z + randPos.z); GameObject newMon = PhotonNetwork.InstantiateSceneObject("realMonsterPrefab", spawnPos, Quaternion.Euler(0, 0, 0), 0, null); monstersLeft++; //place monster on the ground after spawning if (Physics.Raycast(newMon.transform.position, Vector3.down, out groundHit, Mathf.Infinity)) { print("Replaced y: " + groundHit.point.y); newMon.transform.position = new Vector3(spawnPos.x, groundHit.point.y + 1.5F, spawnPos.z); } else { //we're like ALL the way underground? //oh gosh I hope we aren't inside the ground PhotonNetwork.Destroy(newMon); //Destroy(newMon); //screw him then. monstersLeft--; } } //end of for loop } //end of for each }
private void Start() { if (!Y3P1.Player.localPlayerObject && playerPrefab) { PhotonNetwork.Instantiate(playerPrefab.name, new Vector3(0, 0.1f, 0), Quaternion.identity); } if (PhotonNetwork.IsMasterClient) { if (!FindObjectOfType <BountyManager>()) { PhotonNetwork.InstantiateSceneObject(bountyManagerPrefab.name, Vector3.zero, Quaternion.identity); } if (!FindObjectOfType <ProjectileManager>()) { PhotonNetwork.InstantiateSceneObject(projectileManagerPrefab.name, Vector3.zero, Quaternion.identity); } if (!FindObjectOfType <NotificationManager>()) { PhotonNetwork.InstantiateSceneObject(notificationManagerPrefab.name, Vector3.zero, Quaternion.identity); } //if (!FindObjectOfType<DroppedItemManager>()) //{ // PhotonNetwork.InstantiateSceneObject(droppedItemManagerPrefab.name, Vector3.zero, Quaternion.identity); //} } }
void Start() { if (PhotonNetwork.IsMasterClient) { PhotonNetwork.InstantiateSceneObject(prefab, transform.position, transform.rotation, 0); } }
// level up public void LevelUp() { // play a level up particle effect and sound Quaternion levelUpRot = Quaternion.Euler(-90, 0, 0); Vector3 levelUpPos = new Vector3(transform.position.x, 0f, transform.position.z); PhotonNetwork.InstantiateSceneObject("LevelUp", levelUpPos, levelUpRot, 0); if (level != 0) { transform.GetComponent <PhotonView>().RPC("playSound", PhotonTargets.AllBuffered, 10, 1f); } level += 1; if (level == 4) { ultimateSkillPoints += 1; } else { skillPoints += 1; } damage = 8 + level * 2f; jumpForce = 600f; attackCooldownDelay = 1.1f; /* Sets Character Maximum Health for new Level */ this.maxHealth = this.vitalLevelHP[this.level - 1]; this.currentHealth = this.maxHealth; /* Sets Character Maximum Experience for new level */ this.maxEXP = this.vitalLevelEXP[this.level - 1]; this.currentEXP = 0; }
private void Start() { if (PhotonNetwork.IsMasterClient) { PhotonNetwork.InstantiateSceneObject(spawnable.name, transform.position, Quaternion.identity); } }
private void RequestSceneObjectInstantiate(string prefabName, Vector3 position) { if (PhotonNetwork.isMasterClient) { PhotonNetwork.InstantiateSceneObject(prefabName, position, Quaternion.identity, 0, null); } }
// spawn the keys and chests in the puzzle rooms void SpawnKeysAndChests() { // spawn each key and chest if (PhotonNetwork.isMasterClient) { List <float> keyLocations = mazeInstance.getKeySpawns(); List <float> chestLocations = mazeInstance.getChestSpawns(); for (int i = 0; i < 6; i += 2) { // if the puzzle room is either the ball/target room or the boss room // then dont spawn the keys until the room is passed if (activePuzzleTypes[i / 2] == 3 || activePuzzleTypes[i / 2] == 5) { } else { Vector3 keyPos = new Vector3(keyLocations[i], 1, keyLocations[i + 1]); Quaternion keyRot = new Quaternion(0f, 0f, 0f, 0f); PhotonNetwork.InstantiateSceneObject("Key", keyPos, keyRot, 0); } Vector3 chestPos = new Vector3(chestLocations[i], 0.35f, chestLocations[i + 1]); Quaternion chestRot = new Quaternion(0f, 0f, 0f, 0f); GameObject chest = (GameObject)PhotonNetwork.InstantiateSceneObject("Chest", chestPos, chestRot, 0); Chest newChest = chest.GetComponent <Chest>(); newChest.setWhichPieceInside((i / 2) + 1); } } }
public void CreateSpawnSpotHoles() { for (int i = 0; i < spawnSpots.GetLength(0); i++) { PhotonNetwork.InstantiateSceneObject("SpawnHoles", spawnSpots[i].transform.position, Quaternion.identity, 0, null); } }