//FileTiles are client side effects only, no need for network sync (triggered by same event on all clients/server) public void SpawnFileTile(float fuelAmt, Vector3 position) { //ClientSide pool spawn GameObject fireObj = PoolManager.Instance.PoolClientInstantiate(fireTile, position, Quaternion.identity); FireTile fT = fireObj.GetComponent <FireTile>(); fT.StartFire(fuelAmt); }
//FileTiles are client side effects only, no need for network sync (triggered by same event on all clients/server) public void SpawnFileTileLocal(float fuelAmt, Vector3 localPosition, Transform parent) { //ClientSide pool spawn GameObject fireObj = PoolManager.Instance.PoolClientInstantiate(fireTile, Vector3.zero, Quaternion.identity); //Spawn tiles need to be placed in a local matrix: fireObj.transform.parent = parent; fireObj.transform.localPosition = localPosition; FireTile fT = fireObj.GetComponent <FireTile>(); fT.StartFire(fuelAmt); }
//FileTiles are client side effects only, no need for network sync (triggered by same event on all clients/server) public static void SpawnFireTileClient(float fuelAmt, Vector3 localPosition, Transform parent) { EnsureInit(); //ClientSide pool spawn GameObject fireObj = Spawn.ClientPrefab(fireTile, Vector3.zero).GameObject; //Spawn tiles need to be placed in a local matrix: fireObj.transform.parent = parent; fireObj.transform.localPosition = localPosition; FireTile fT = fireObj.GetComponent <FireTile>(); fT.StartFire(fuelAmt); }