SentPickup









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

Featured Snippets


File name: PickupItem.cs Copy
91     public void Pickup()
92     {
93         if (this.SentPickup)
94         {
95             // skip sending more pickups until the original pickup-RPC got back to this client
96             return;
97         }
98
99         this.SentPickup = true;
100         this.photonView.RPC("PunPickup", PhotonTargets.AllViaServer);
101     }
File name: PickupItem.cs Copy
124     public void PunPickup(PhotonMessageInfo msgInfo)
125     {
126         // when this client's RPC gets executed, this client no longer waits for a sent pickup and can try again
127         if (msgInfo.sender.isLocal) this.SentPickup = false;
128
129
130         // In this solution, picked up items are disabled. They can't be picked up again this way, etc.
131         // You could check "active" first, if you're not interested in failed pickup-attempts.
132         if (!this.gameObject.GetActive())
133         {
134             // optional logging:
135             Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject + " SecondsBeforeRespawn: " + SecondsBeforeRespawn + " TimeOfRespawn: " + this.TimeOfRespawn + " respawn in future: " + (TimeOfRespawn > PhotonNetwork.time));
136             return; // makes this RPC being ignored
137         }
138
139
140         // if the RPC isn't ignored by now, this is a successful pickup. this might be "my" pickup and we should do a callback
141         this.PickupIsMine = msgInfo.sender.isLocal;
142
143         // call the method OnPickedUp(PickupItem item) if a GameObject was defined as callback target
144         if (this.OnPickedUpCall != null)
145         {
146             // you could also skip callbacks for items that are not picked up by this client by using: if (this.PickupIsMine)
147             this.OnPickedUpCall.SendMessage("OnPickedUp", this);
148         }
149
150
151         // setup a respawn (or none, if the item has to be dropped)
152         if (SecondsBeforeRespawn <= 0)
153         {
154             this.PickedUp(0.0f); // item doesn't auto-respawn. must be dropped
155         }
156         else
157         {
158             // how long it is until this item respanws, depends on the pickup time and the respawn time
159             double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
160             double timeUntilRespawn = SecondsBeforeRespawn - timeSinceRpcCall;
161
162             //Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
163
164             if (timeUntilRespawn > 0)
165             {
166                 this.PickedUp((float)timeUntilRespawn);
167             }
168         }
169     }
File name: PickupItemSimple.cs Copy
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 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     }

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