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