// Client - tell client replications to play a gunshot particle effect public void OnShotBulletMessage(NetworkMessage _networkMessage) { ShotBulletMessage msg = _networkMessage.ReadMessage <ShotBulletMessage>(); PlayerManager tempPlayer = NetworkHelper.GetObjectByNetIdValue <PlayerManager>((uint)msg.playerId, false); tempPlayer.OnShotTaken(); }
public void OnBulletSpawn(NetworkMessage _networkMessage) { // Read msg BulletSpawnMessage msg = _networkMessage.ReadMessage <BulletSpawnMessage>(); // Create Bullet GameObject clone = Instantiate(this.bullet, msg.position, msg.rotation) as GameObject; clone.GetComponent <Bullet>().ownerId = msg.objectId; //NetworkServer.Spawn(clone); // Set velocity clone.GetComponent <Rigidbody>().velocity = clone.transform.forward * msg.speed; // Tell client player's to play a particle effect ShotBulletMessage newMsg = new ShotBulletMessage(); newMsg.playerId = msg.objectId; NetworkServer.SendToAll(CustomMsgType.ShotBullet, newMsg); }