RespawnAfter









How do I use Respawn After
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PickupItemSimple.cs Copy
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     }
File name: PickupItemSimple.cs Copy
78     public void RespawnAfter()
79     {
80         if (this.gameObject != null)
81         {
82             this.gameObject.SetActive(true);
83         }
84     }

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