TheKingsRace/Assets/Scripts/PlayerScripts/Network/ModelSwapping.cs

59 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using MLAPI;
using MLAPI.Messaging;
using System.Linq;
public class ModelSwapping : NetworkBehaviour {
void Start()
{
// If game scene & Local Player
if (SceneManager.GetActiveScene().buildIndex == 3 && IsLocalPlayer) {
StartCoroutine(WaitSwapModel());
}
}
IEnumerator WaitSwapModel() {
yield return new WaitForSecondsRealtime(3f);
SwapModelServerRPC(gameObject.transform.root.GetComponent<NetworkObject>().OwnerClientId);
}
[ServerRpc(RequireOwnership = false)]
private void SwapModelServerRPC(ulong playerID) {
// Spawn the player
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(playerID, out string clientGuid)) {
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData)) {
// Get the players item list
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
// Apply to each client
SwapModelClientRPC(playerID, itemsAsString);
}
}
}
[ClientRpc]
private void SwapModelClientRPC(ulong playerID, string itemList) {
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject player in players) {
if (player.GetComponent<NetworkObject>().OwnerClientId == playerID) {
// Player to Update found
player.GetComponentInChildren<ModelSwapping>().SwapModels(itemList);
}
}
}
public void SwapModels(string itemsAsString) {
List<string> itemList = itemsAsString.Split(',').ToList();
}
}