Updated PickupDropChild doc

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Chris Langsenkamp 2019-08-29 02:05:20 -04:00
parent 77ae31ea57
commit d9256228bf
2 changed files with 6 additions and 2 deletions

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@ -137,7 +137,7 @@ First, let's add one more Input to the Update method above, and a `CmdDropItem`
}
```
In the image above, there's a `sceneObjectPrefab` field that is assigned to a prefab that will act as a container for our item prefabs. The SceneObject prefab has a SceneObject script with a SyncVar like the Player Equip script, and a SetEquippedItem method that takes the shared enum value as a parameter.
In the image above, there's a `sceneObjectPrefab` field that is assigned to a prefab that will act as a container for our item prefabs. The SceneObject prefab has a SceneObject script with a SyncVar like the Player Equip script, and a SetEquippedItem method that takes the shared enum value as a parameter.
```
using UnityEngine;
@ -187,7 +187,7 @@ In the run-time image below, the Ball(Clone) is attached to the `RightHand` obje
## Pickup Items
Now that we have a box dropped in the scene, we need to pick it up again. To do that, a `CmdPickupItem` method is added to the Player Equip script:
Now that we have a box dropped in the scene, we need to pick it up again. To do that, a `CmdPickupItem` method is added to the Player Equip script:
```
// CmdPickupItem is public because it's called from a script on the SceneObject
@ -212,3 +212,7 @@ This method is simply called from `OnMouseDown` in the Scene Object script:
```
Since the SceneObject(Clone) is networked, we can pass it directly through to `CmdPickupItem` on the player object to set the equipped item SyncVar and destroy the scene object.
For this entire example, the only prefab that needs to be registered with Network Manager besides the Player is the SceneObject prefab.
![](ChildObjects3.PNG)