Quantcast
Channel: Questions in topic: "enemy"
Viewing all articles
Browse latest Browse all 1488

Trying to send command for object without authority - Enemy

$
0
0
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkSpawner : NetworkBehaviour { public GameObject enemyPrefab; public GameObject patrol1; public GameObject patrol2; void Start() { } public override void OnStartServer() { GameObject enemy = (GameObject)Instantiate (enemyPrefab, transform.position, Quaternion.identity); NetworkServer.Spawn(enemy); GameObject patrol11 = (GameObject)Instantiate (patrol1, transform.position, Quaternion.identity); NetworkServer.Spawn (patrol11); GameObject patrol22 = (GameObject)Instantiate (patrol2, transform.position, Quaternion.identity); NetworkServer.Spawn (patrol22); } } using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class SimpleEnemy : NetworkBehaviour { public float speedy; public Transform[] patrolpoints; int currentPoint; public LayerMask dectWhat; [SerializeField] Behaviour[] componentsToDisable; Animator anim; public GameObject[] Disable; void Start () { if (!isLocalPlayer) { for (int i = 0; i < Disable.Length; i++) { Disable [i].SetActive(false); } for (int i = 0; i < componentsToDisable.Length; i++) { componentsToDisable [i].enabled = false; } } } // Update is called once per frame void FixedUpdate () { if (!isLocalPlayer) { SyncroPatrol (); } } public void SyncroPatrol() { Patrol (speedy); CmdPatrol (speedy); } public void Patrol(float speedy) { if (transform.position.x == patrolpoints [currentPoint].position.x) { currentPoint++; } if (currentPoint >= patrolpoints.Length) { currentPoint = 0; } transform.position=Vector2.MoveTowards(transform.position,new Vector2(patrolpoints[currentPoint].position.x,transform.position.y), speedy); if(transform.position.x>patrolpoints[currentPoint].position.x) transform.localScale=new Vector3(1,1,1); else if(transform.position.x= patrolpoints.Length) { currentPoint = 0; } transform.position=Vector2.MoveTowards(transform.position,new Vector2(patrolpoints[currentPoint].position.x,transform.position.y), speedy); if(transform.position.x>patrolpoints[currentPoint].position.x) transform.localScale=new Vector3(1,1,1); else if(transform.position.x

Viewing all articles
Browse latest Browse all 1488

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>