StationObscurum/Assets/FishNet/Example/All/Prediction/Rigidbody/Scripts/BulletTest.cs

60 lines
1.4 KiB
C#

using FishNet;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletTest : NetworkBehaviour
{
[SyncObject]
public readonly SyncList<int> SyncListNumbers = new SyncList<int>();
[SyncVar]
public Vector3 SyncVarScale = Vector3.one;
public float Force;
public void SendSpeed()
{
//Debug.Log("Local tick " + InstanceFinder.TimeManager.LocalTick);
Rigidbody rb = GetComponent<Rigidbody>();
rb.AddForce((transform.forward * Force), ForceMode.Impulse);
}
public override void OnStartNetwork()
{
base.OnStartNetwork();
transform.localScale = SyncVarScale;
Debug.Log("Reading numbers");
foreach (var item in SyncListNumbers)
Debug.Log(item);
}
public override void OnStartServer()
{
base.OnStartServer();
SendSpeed();
StartCoroutine(__DelayDestroy(3f));
}
private void Update()
{
if (base.TimeManager == null)
return;
if (base.TimeManager.FrameTicked)
{
// Debug.Log(_scale);
//Rigidbody rb = GetComponent<Rigidbody>();
//Debug.Log(rb.velocity.z);
}
}
private IEnumerator __DelayDestroy(float time)
{
yield return new WaitForSeconds(time);
base.Despawn();
}
}