using UnityEngine; using System.Collections; /// /// Implements OnClick to destroy the GameObject it's attached to. Optionally a RPC is sent to do this. /// /// /// Using an RPC to Destroy a GameObject allows any player to Destroy a GameObject. But it might cause errors. /// RPC and the Instantiated GameObject are not fully linked on the server. One might stick in the server witout /// the other. /// /// A buffered RPC gets cleaned up when the sending player leaves the room. This means, the RPC gets lost. /// /// Vice versus, a GameObject Instantiate might get cleaned up when the creating player leaves a room. /// This way, the GameObject that a RPC targets might become lost. /// /// It makes sense to test those cases. Many are not breaking errors and you just have to be aware of them. /// /// Gets OnClick() calls by InputToEvent class attached to a camera. /// [RequireComponent(typeof(PhotonView))] public class OnClickDestroy : Photon.MonoBehaviour { public bool DestroyByRpc; public void OnClick() { if (!DestroyByRpc) { PhotonNetwork.Destroy(this.gameObject); } else { this.photonView.RPC("DestroyRpc", PhotonTargets.AllBuffered); } } [PunRPC] public IEnumerator DestroyRpc() { GameObject.Destroy(this.gameObject); yield return 0; // if you allow 1 frame to pass, the object's OnDestroy() method gets called and cleans up references. PhotonNetwork.UnAllocateViewID(this.photonView.viewID); } }