public override void OnStartServer() { ServerOnUnitSpawned?.Invoke(this); health = GetComponent <Health>(); health.ServerOnDie += ServerHandleDie; }
public override void OnStartServer() { // base.OnStartServer(); ServerOnUnitSpawned?.Invoke(this); health.ServerOnDie += ServerhandleDie; }
public override void OnStartServer() { //TODO ServerOnUnitSpawned?.Invoke(this); //Subscribe to event health.ServerOnDie += ServerHandleDie; }
public override void OnStartServer() { //Adding Units ServerOnUnitSpawned?.Invoke(this); //Subscribe This Event //Health is 0 Then Destroy health.ServerOnDie += ServerHandleDie; }
public override void OnStartServer() { //Trigger onSpawn event. E.G when this script starts no server. We pass the Unit Gameobject attached to this script to RTSPlayer where it adds to correct client. ServerOnUnitSpawned?.Invoke(this); //Subscribe to Health Death Event health.ServerOnDie += ServerHandleDie; }
public override void OnStartServer() { //base.OnStartServer(); ServerOnUnitSpawned?.Invoke(this); }
public override void OnStartServer() { health.ServerOnDie += ServerHandleDie; ServerOnUnitSpawned?.Invoke(this); }
public override void OnStartServer() { // trigger event which will invoke the callbacks in the RtsPlayer script ServerOnUnitSpawned?.Invoke(this); health.ServerOnDie += ServerHandleOnDie; }
public override void OnStartServer() { ServerOnUnitSpawned?.Invoke(this); health.ServerOnDie += ServerHandleDie; // subscribing to the event }