/// <summary> /// Spawn lootable item on world. /// </summary> /// <param name="value">Incoming message</param> private void OnSpawn_Item(string[] value) { SNet_Network.Spawn_Item readMessage = SNet_Network.SNetMessage.ReadMessage <SNet_Network.Spawn_Item>(value[0]); readMessage.s = ulong.Parse(value[1]); if (!SNet_Network.instance.isHost(readMessage.s)) { return; // Only the host can send this } SNet_Identity go = null; if (SNet_Identity.find(readMessage.i, out go)) { if (readMessage.a > 0) { go.GetComponent <Item>().item.ammo = readMessage.a; } // Already have that identity. return; } Transform prefab = ResourcesLoader.prefabs.Find(x => x.name == readMessage.b); prefab = Instantiate(prefab, readMessage.p, readMessage.r); if (readMessage.c != Vector3.zero) { prefab.localScale = readMessage.c; } SNet_Identity identity = prefab.GetComponent <SNet_Identity>(); identity.Set(readMessage.i, readMessage.b); if (readMessage.a > 0) // or it has default ammo { identity.GetComponent <Item>().item.ammo = readMessage.a; } Collider cldr = prefab.GetComponent <Collider>(); if (cldr != null) { cldr.enabled = true; } Rigidbody rb = prefab.GetComponent <Rigidbody>(); if (rb != null) { rb.isKinematic = false; } DestroyIn dIn = prefab.GetComponent <DestroyIn>(); if (dIn != null) { dIn.enabled = true; } }
void Spawn(Spawnable spawnable) { Vector3 position = spawnable.position.get(); if (Physics.OverlapSphere(position, spawnable.checkDistance).ToList().Find(x => x.GetComponent <SNet_Identity>())) { return; // Closest identity detected range sphere } string target = spawnable.requestPrefabByRate(); SNet_Network.Spawn_Item si = new SNet_Network.Spawn_Item (target, position + Vector3.up, Random.rotation, Vector3.zero, 0); SNet_Network.instance.Send_Message(si); }