Moved PlayerSpawner to Netick.Samples namespace.

This commit is contained in:
Karrar
2025-02-28 21:25:08 +03:00
parent 33f4c44d51
commit f56df7fc48
9 changed files with 40 additions and 30 deletions

View File

@@ -1,37 +1,41 @@
using UnityEngine;
using Netick;
using Netick.Unity;
using UnityEngine;
using Network = Netick.Unity.Network;
/// <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
namespace Netick.Samples
{
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)
/// <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
{
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;
}
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 disconnected.
public override void OnPlayerDisconnected(NetworkSandbox sandbox, Netick.NetworkPlayer client, TransportDisconnectReason transportDisconnectReason)
{
if (!DestroyPlayerObjectWhenLeaving)
return;
// 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;
}
var netObj = client.PlayerObject as NetworkObject;
if (netObj != null)
Sandbox.Destroy(netObj);
// 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);
}
}
}
}