Files
Netick.Unity/Scripts/PlayerSpawner.cs
Karrar 1b0d33d8f0 Read the description for detailed changes.
- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
2025-06-27 05:47:00 +03:00

44 lines
1.5 KiB
C#

using UnityEngine;
using Netick;
using Netick.Unity;
using Network = Netick.Unity.Network;
namespace Netick.Samples
{
/// <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 when a player has joined the game.
public override void OnPlayerJoined(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (sandbox.IsClient)
return;
var spawnPos = SpawnPosition.position;
if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.Players.Count - 1);
var playerObj = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, player);
sandbox.SetPlayerObject(player, playerObj);
}
// This is called when a player has left the game.
public override void OnPlayerLeft(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (sandbox.IsClient)
return;
if (!DestroyPlayerObjectWhenLeaving)
return;
if (sandbox.TryGetPlayerObject(player, out var playerObj))
Sandbox.Destroy(playerObj);
}
}
}