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HighGroundRoyaleFusion/Assets/Networked_Characters.cs

33 lines
1.6 KiB
C#

//Shady
using System.Collections.Generic;
using Fusion;
using UnityEngine;
public class Networked_Characters : NetworkBehaviour
{
// Make a universal list of the available prefabs. Set the values in Editor.
public List<GameObject> NetworkedCharacterPrefabs; // Would have your male and female versions here.
// Call this by the local client once the Male or female character is selected.
public void RequestSpawnObject(PlayerRef playerRequesting, int prefabIndex)
{
RPC_ServerSpawnCharacter(playerRequesting, prefabIndex);
}
// this will be called on the Server only by the above function.
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
private void RPC_ServerSpawnCharacter(PlayerRef playerRequesting, int prefabIndex)
{
NetworkObject netObj = Runner.Spawn(NetworkedCharacterPrefabs[prefabIndex], Vector3.zero, Quaternion.identity, playerRequesting); // The last parameter sets the InputAuthority over the character Object.
RPC_ClientSetCharacter(playerRequesting, netObj.Id);
}
// Then I use something like this to let the client know which character spawned is theirs by giving the client the NetworkId of the object.
// Using a targeted RPC will make it so the proper client is given the specific character NetworkID.
[Rpc(RpcSources.StateAuthority, RpcTargets.All)]
private void RPC_ClientSetCharacter([RpcTarget] PlayerRef player, NetworkId objectNetId)
{
// GameObject character = Runner.FindObject(objNetId).gameObject;
// Add any code here necessary. This is on the client and the character gameobject they wanted spawned is "character" above.
}
}