mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
Update SyncVars.md
This commit is contained in:
parent
414831d210
commit
58be4d44fd
@ -20,10 +20,10 @@ public class Enemy : NetworkBehaviour
|
||||
[SyncVar]
|
||||
public int health = 100;
|
||||
|
||||
private void OnMouseUp()
|
||||
void OnMouseUp()
|
||||
{
|
||||
NetworkIdentity ni = NetworkClient.connection.playerController;
|
||||
PlayerController pc = networkIdentity.GetComponent<PlayerController>();
|
||||
PlayerController pc = ni.GetComponent<PlayerController>();
|
||||
pc.currentTarget = gameObject;
|
||||
}
|
||||
}
|
||||
@ -52,4 +52,4 @@ public class PlayerController : NetworkBehaviour
|
||||
}
|
||||
```
|
||||
|
||||
In this example, when a Player clicks on an Enemy, the networked enemy game object is assigned to `PlayerController.currentTarget`. When the player presses X, with a correct target selected, that target is passed through a Command, which runs on the server, to decrement the `Enemy.health` SyncVar. All clients will be updated with that new value. You can then have a UI on the enemy to show the current value.
|
||||
In this example, when a Player clicks on an Enemy, the networked enemy game object is assigned to `PlayerController.currentTarget`. When the player presses X, with a correct target selected, that target is passed through a Command, which runs on the server, to decrement the `health` SyncVar. All clients will be updated with that new value. You can then have a UI on the enemy to show the current value.
|
||||
|
Loading…
Reference in New Issue
Block a user