FiE-Game/Assets/Photon Unity Networking/UtilityScripts/PickupItemSimple.cs

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2023-07-19 19:11:02 +02:00
using UnityEngine;
using System.Collections;
/// <summary>
/// Makes a scene object pickup-able. Needs a PhotonView which belongs to the scene.
/// </summary>
[RequireComponent(typeof(PhotonView))]
public class PickupItemSimple : Photon.MonoBehaviour
{
public float SecondsBeforeRespawn = 2;
public bool PickupOnCollide;
public bool SentPickup;
public void OnTriggerEnter(Collider other)
{
// we only call Pickup() if "our" character collides with this PickupItem.
// note: if you "position" remote characters by setting their translation, triggers won't be hit.
PhotonView otherpv = other.GetComponent<PhotonView>();
if (this.PickupOnCollide && otherpv != null && otherpv.isMine)
{
//Debug.Log("OnTriggerEnter() calls Pickup().");
this.Pickup();
}
}
public void Pickup()
{
if (this.SentPickup)
{
// skip sending more pickups until the original pickup-RPC got back to this client
return;
}
this.SentPickup = true;
this.photonView.RPC("PunPickupSimple", PhotonTargets.AllViaServer);
}
[PunRPC]
public void PunPickupSimple(PhotonMessageInfo msgInfo)
{
// one of the messages might be ours
// note: you could check "active" first, if you're not interested in your own, failed pickup-attempts.
if (this.SentPickup && msgInfo.sender.IsLocal)
{
if (this.gameObject.GetActive())
{
// picked up! yay.
}
else
{
// pickup failed. too late (compared to others)
}
}
this.SentPickup = false;
if (!this.gameObject.GetActive())
{
Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject);
return;
}
// how long it is until this item respanws, depends on the pickup time and the respawn time
double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
float timeUntilRespawn = SecondsBeforeRespawn - (float)timeSinceRpcCall;
//Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
if (timeUntilRespawn > 0)
{
// this script simply disables the GO for a while until it respawns.
this.gameObject.SetActive(false);
Invoke("RespawnAfter", timeUntilRespawn);
}
}
public void RespawnAfter()
{
if (this.gameObject != null)
{
this.gameObject.SetActive(true);
}
}
}