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