tanks example namespaces updated

This commit is contained in:
vis2k 2019-03-22 13:29:24 +01:00
parent c5b4211ac7
commit 227b0a71d1
2 changed files with 30 additions and 28 deletions

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@ -1,36 +1,38 @@
using UnityEngine;
using Mirror;
public class Projectile : NetworkBehaviour
namespace Mirror.Examples.Tanks
{
public float destroyAfter = 5;
public Rigidbody rigidBody;
public float force = 1000;
public override void OnStartServer()
public class Projectile : NetworkBehaviour
{
Invoke(nameof(DestroySelf), destroyAfter);
}
public float destroyAfter = 5;
public Rigidbody rigidBody;
public float force = 1000;
// set velocity for server and client. this way we don't have to sync the
// position, because both the server and the client simulate it.
void Start()
{
rigidBody.AddForce(transform.forward * force);
}
public override void OnStartServer()
{
Invoke(nameof(DestroySelf), destroyAfter);
}
// destroy for everyone on the server
[Server]
void DestroySelf()
{
NetworkServer.Destroy(gameObject);
}
// set velocity for server and client. this way we don't have to sync the
// position, because both the server and the client simulate it.
void Start()
{
rigidBody.AddForce(transform.forward * force);
}
// ServerCallback because we don't want a warning if OnTriggerEnter is
// called on the client
[ServerCallback]
void OnTriggerEnter(Collider co)
{
NetworkServer.Destroy(gameObject);
// destroy for everyone on the server
[Server]
void DestroySelf()
{
NetworkServer.Destroy(gameObject);
}
// ServerCallback because we don't want a warning if OnTriggerEnter is
// called on the client
[ServerCallback]
void OnTriggerEnter(Collider co)
{
NetworkServer.Destroy(gameObject);
}
}
}

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@ -1,7 +1,7 @@
using UnityEngine;
using UnityEngine.AI;
namespace Mirror.Examples.Movement
namespace Mirror.Examples.Tanks
{
public class Tank : NetworkBehaviour
{