Added PlayerSpawner, a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected.

This commit is contained in:
Karrar
2025-02-28 00:28:53 +03:00
parent a7d3032518
commit b21cb08db4
8 changed files with 49 additions and 1 deletions

37
Scripts/PlayerSpawner.cs Normal file
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using Netick;
using Netick.Unity;
using UnityEngine;
/// <summary>
/// This is a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected.
/// </summary>
[AddComponentMenu("Netick/Player Spawner")]
public class PlayerSpawner : NetworkEventsListener
{
public GameObject PlayerPrefab;
public Transform SpawnPosition;
public float HorizontalOffset = 5f;
public bool StaggerSpawns = true;
public bool DestroyPlayerObjectWhenLeaving = true;
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, Netick.NetworkPlayer client)
{
var spawnPos = SpawnPosition.position;
if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (1 + sandbox.ConnectedPlayers.Count);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
client.PlayerObject = player;
}
// This is called on the server when a player has disconnected.
public override void OnPlayerDisconnected(NetworkSandbox sandbox, Netick.NetworkPlayer client, TransportDisconnectReason transportDisconnectReason)
{
if (!DestroyPlayerObjectWhenLeaving)
return;
var netObj = client.PlayerObject as NetworkObject;
if (netObj != null)
Sandbox.Destroy(netObj);
}
}

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