Finished Network Based Respawning

This commit is contained in:
2021-12-10 20:55:59 -06:00
parent dd9a7b625c
commit a70528107f

View File

@@ -8,6 +8,10 @@ public class Pitfall : NetworkBehaviour
{
[SerializeField] private Vector3 RespawnPoint; //Where player will respawn to, set in GUI
public Transform runnerPrefab;
private GameObject _runner;
private void OnTriggerEnter(Collider other) {
if (other.transform.parent.gameObject.tag == "Player" && other.gameObject.transform.parent.gameObject.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
RespawnPlayerServerRPC();
@@ -15,24 +19,71 @@ public class Pitfall : NetworkBehaviour
}
[ServerRpc]
private void RespawnPlayerServerRPC(ServerRpcParams serverRpcParams = default) {
RespawnPlayerClientRPC(serverRpcParams.Receive.SenderClientId);
}
[ClientRpc]
private void RespawnPlayerClientRPC(ulong playerID) {
private void RespawnPlayerServerRPC(ServerRpcParams serverRpcParams = default)
{
// Get all players in the scene
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
// Find our player first
foreach (GameObject character in playableCharacters)
{
if (character.GetComponent<NetworkObject>().OwnerClientId == playerID)
if (character.GetComponent<NetworkObject>().OwnerClientId == serverRpcParams.Receive.SenderClientId)
{
character.GetComponentInChildren<PlayerMovement>().CancelMomentum();
Debug.Log(character.transform.position);
character.transform.position = RespawnPoint;
Debug.Log(character.transform.position);
// Player found
// Despawn them
character.GetComponent<NetworkObject>().Despawn(true);
}
}
if (IsHost)
{
// Get the player data for the host player
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(serverRpcParams.Receive.SenderClientId, out string clientGuid))
{
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData))
{
// Spawn as player
_runner = Instantiate(runnerPrefab, RespawnPoint, Quaternion.Euler(0, -90, 0)).gameObject;
//Recreate Inventory
_runner.GetComponentInChildren<PlayerInventory>().UpdateEquips(playerData.pInv.NetworkItemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(serverRpcParams.Receive.SenderClientId, null, true);
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
_runner.GetComponentInChildren<PlayerMovement>().enabled = true;
}
}
}
else
{
// Spawn via RPC on the server
SpawnPlayerServerRpc(serverRpcParams.Receive.SenderClientId);
}
}
// Spawn in each player
[ServerRpc(RequireOwnership = false)]
public void SpawnPlayerServerRpc(ulong clientId)
{
// Get the player data for the player calling the spawn
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(clientId, out string clientGuid))
{
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData))
{
// Spawn as player
_runner = Instantiate(runnerPrefab, RespawnPoint, Quaternion.Euler(0, -90, 0)).gameObject;
//Recreate Inventory
_runner.GetComponentInChildren<PlayerInventory>().UpdateEquips(playerData.pInv.NetworkItemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId, null, true);
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
_runner.GetComponentInChildren<PlayerMovement>().enabled = true;
}
}
}