mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
lose Mom on wall and kick renetworked
This commit is contained in:
@@ -2,6 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using MLAPI;
|
||||
using MLAPI.Messaging;
|
||||
|
||||
public class OffenseStateManager : NetworkBehaviour
|
||||
{
|
||||
@@ -104,16 +105,38 @@ public class OffenseStateManager : NetworkBehaviour
|
||||
{
|
||||
if (!IsLocalPlayer) { return; }
|
||||
Collider myCollider = collision.contacts[0].thisCollider;
|
||||
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()){
|
||||
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
|
||||
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
}
|
||||
|
||||
// Kickable items must be handled through the server since they need to modify the NetworkTransform
|
||||
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()) {
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
//ulong prefabHash = collision.gameObject.GetComponent<NetworkObject>().PrefabHash;
|
||||
ulong netObjID = collision.gameObject.GetComponent<NetworkObject>().NetworkObjectId;
|
||||
ApplyKickServerRPC(direction, netObjID);
|
||||
}
|
||||
|
||||
if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
|
||||
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
|
||||
}
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void ApplyKickServerRPC(Vector3 direction, ulong netObjId) {
|
||||
GameObject[] kickables = GameObject.FindGameObjectsWithTag("kickable");
|
||||
|
||||
foreach (GameObject kickedItem in kickables) {
|
||||
// First check to make sure this is the item we kicked
|
||||
if (kickedItem.GetComponent<NetworkObject>() != null && kickedItem.GetComponent<NetworkObject>().NetworkObjectId == netObjId) {
|
||||
// First turn off kinematic
|
||||
if (kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic == true) {
|
||||
kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
}
|
||||
|
||||
// Then apply the force
|
||||
kickedItem.gameObject.GetComponent<Rigidbody>().AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
|
||||
// Then return since we only kicked one item and don't need to check the remainder of the items
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user