PunPickupSimple
How do I use Pun Pickup Simple
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
36 | this.photonView.RPC("PunPickupSimple", PhotonTargets.AllViaServer); | 1 |
40 | public void PunPickupSimple(PhotonMessageInfo msgInfo) | 2 |
File name: PickupItemSimple.cs
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27 public void Pickup()
28 {
29 if (this.SentPickup)
30 {
31 // skip sending more pickups until the original pickup-RPC got back to this client
32 return;
33 }
34
35 this.SentPickup = true;
36 this.photonView.RPC("PunPickupSimple", PhotonTargets.AllViaServer);
37 }
File name: PickupItemSimple.cs
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40 public void PunPickupSimple(PhotonMessageInfo msgInfo)
41 {
42 // one of the messages might be ours
43 // note: you could check "active" first, if you're not interested in your own, failed pickup-attempts.
44 if (this.SentPickup && msgInfo.sender.isLocal)
45 {
46 if (this.gameObject.GetActive())
47 {
48 // picked up! yay.
49 }
50 else
51 {
52 // pickup failed. too late (compared to others)
53 }
54 }
55
56 this.SentPickup = false;
57
58 if (!this.gameObject.GetActive())
59 {
60 Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject);
61 return;
62 }
63
64
65 // how long it is until this item respanws, depends on the pickup time and the respawn time
66 double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
67 float timeUntilRespawn = SecondsBeforeRespawn - (float)timeSinceRpcCall;
68 //Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
69
70 if (timeUntilRespawn > 0)
71 {
72 // this script simply disables the GO for a while until it respawns.
73 this.gameObject.SetActive(false);
74 Invoke("RespawnAfter", timeUntilRespawn);
75 }
76 }
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