PickupItemInit









How do I use Pickup Item Init
Below are practical examples compiled from projects for learning and reference purposes

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File name: PickupItemSyncer.cs Copy
87     private void SendPickedUpItems(PhotonPlayer targtePlayer)
88     {
89         if (targtePlayer == null)
90         {
91             Debug.LogWarning("Cant send PickupItem spawn times to unknown targetPlayer.");
92             return;
93         }
94
95         double now = PhotonNetwork.time;
96         double soon = now + TimeDeltaToIgnore;
97
98
99         PickupItem[] items = new PickupItem[PickupItem.DisabledPickupItems.Count];
100         PickupItem.DisabledPickupItems.CopyTo(items);
101
102         List valuesToSend = new List(items.Length * 2);
103         for (int i = 0; i < items.Length; i++)
104         {
105             PickupItem pi = items[i];
106             if (pi.SecondsBeforeRespawn <= 0)
107             {
108                 valuesToSend.Add(pi.ViewID);
109                 valuesToSend.Add((float)0.0f);
110             }
111             else
112             {
113                 double timeUntilRespawn = pi.TimeOfRespawn - PhotonNetwork.time;
114                 if (pi.TimeOfRespawn > soon)
115                 {
116                     // the respawn of this item is not "immediately", so we include it in the message "these items are not active" for the new player
117                     Debug.Log(pi.ViewID + " respawn: " + pi.TimeOfRespawn + " timeUntilRespawn: " + timeUntilRespawn + " (now: " + PhotonNetwork.time + ")");
118                     valuesToSend.Add(pi.ViewID);
119                     valuesToSend.Add((float)timeUntilRespawn);
120                 }
121             }
122         }
123
124         Debug.Log("Sent count: " + valuesToSend.Count + " now: " + now);
125         this.photonView.RPC("PickupItemInit", targtePlayer, PhotonNetwork.time, valuesToSend.ToArray());
126     }
File name: PickupItemSyncer.cs Copy
130     public void PickupItemInit(double timeBase, float[] inactivePickupsAndTimes)
131     {
132         this.IsWaitingForPickupInit = false;
133
134         // if there are no inactive pickups, the sender will send a list of 0 items. this is not a problem...
135         for (int i = 0; i < inactivePickupsAndTimes.Length / 2; i++)
136         {
137             int arrayIndex = i*2;
138             int viewIdOfPickup = (int)inactivePickupsAndTimes[arrayIndex];
139             float timeUntilRespawnBasedOnTimeBase = inactivePickupsAndTimes[arrayIndex + 1];
140
141
142             PhotonView view = PhotonView.Find(viewIdOfPickup);
143             PickupItem pi = view.GetComponent();
144
145             if (timeUntilRespawnBasedOnTimeBase <= 0)
146             {
147                 pi.PickedUp(0.0f);
148             }
149             else
150             {
151                 double timeOfRespawn = timeUntilRespawnBasedOnTimeBase + timeBase;
152
153                 Debug.Log(view.viewID + " respawn: " + timeOfRespawn + " timeUntilRespawnBasedOnTimeBase:" + timeUntilRespawnBasedOnTimeBase + " SecondsBeforeRespawn: " + pi.SecondsBeforeRespawn);
154                 double timeBeforeRespawn = timeOfRespawn - PhotonNetwork.time;
155                 if (timeUntilRespawnBasedOnTimeBase <= 0)
156                 {
157                     timeBeforeRespawn = 0.0f;
158                 }
159
160                 pi.PickedUp((float) timeBeforeRespawn);
161             }
162         }
163     }

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