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Question by
AJFergu · May 18, 2017 at 12:36 AM ·
networkinginstantiateserverclientparent and child
Level Instantiation running on Server and client
I have this JS that is responsible for the level generation, it randomly chooses between different prefabs and generates them in random order progressively. I have 2 problems.
1) I only want the server to choose what Prefab to spawn and spawn it on the Server and the Client, but when I test the game, the Server and the client generate different Prefabs.
2) I also want the Prefabs to spawn as a Child of a Canvas as they are Sprites but when testing the game they dont spawn as a Child of the Canvas.
Thank you in advance,
Andrew
Here is my Code. Dont be afraid that its sooo long, it's the same piece of code with different names 40 times.
#pragma strict
import UnityEngine.UI;
import UnityEngine.Networking;
import System.Collections.Generic;
public class LevelGenerationMultiplayer extends NetworkBehaviour
{
static var LGM : LevelGenerationMultiplayer;
public var x1Walls0 : GameObject;
public var x1Walls1 : GameObject;
public var x1Walls2 : GameObject;
public var x1Walls3 : GameObject;
public var x1Walls4 : GameObject;
public var x1Walls5 : GameObject;
public var x1Walls6 : GameObject;
public var x1Walls7 : GameObject;
public var x1Walls8 : GameObject;
public var x1Walls9 : GameObject;
public var x2Walls0 : GameObject;
public var x2Walls1 : GameObject;
public var x2Walls2 : GameObject;
public var x2Walls3 : GameObject;
public var x2Walls4 : GameObject;
public var x2Walls5 : GameObject;
public var x2Walls6 : GameObject;
public var x2Walls7 : GameObject;
public var x2Walls8 : GameObject;
public var x2Walls9 : GameObject;
public var x3Walls0 : GameObject;
public var x3Walls1 : GameObject;
public var x3Walls2 : GameObject;
public var x3Walls3 : GameObject;
public var x3Walls4 : GameObject;
public var x3Walls5 : GameObject;
public var x3Walls6 : GameObject;
public var x3Walls7 : GameObject;
public var x3Walls8 : GameObject;
public var x3Walls9 : GameObject;
public var x0Walls0 : GameObject;
public var x0Walls1 : GameObject;
public var x0Walls2 : GameObject;
public var x0Walls3 : GameObject;
public var x0Walls4 : GameObject;
public var x0Walls5 : GameObject;
public var x0Walls6 : GameObject;
public var x0Walls7 : GameObject;
public var x0Walls8 : GameObject;
public var x0Walls9 : GameObject;
private var FirstRand : int;
private var RandWalls1x : int;
private var RandWalls2x : int;
private var RandWalls3x : int;
private var RandWalls0x : int;
private var disPlayer : int = 49500;
private var SpawnRotationX = 0;
private var SpawnRotationY = 0;
private var SpawnRotationZ = 0;
private var allLaneX = 0;
private var allLaneY = 0;
private var allLaneZ = 0;
public var CanvasWorldSpace : Transform;
function Start ()
{
Debug.Log("Start");
LGM = this;
Break();
}
function Upadte ()
{
CanvasWorldSpace = GameObject.FindWithTag("Canvas World Space Multiplayer Level Generation").GetComponent.<Transform>();
if (isServer)
{
Debug.Log("I'm the Host");
}
else if (!isServer)
{
Debug.Log("I'm the Client");
}
}
public function Break ()
{
if (!isServer)
return;
if (isServer)
{
FirstRand = Random.Range(1,6);
if(FirstRand == 1)
{
Walls1x();
}
if(FirstRand == 2 || FirstRand == 3)
{
Walls2x();
}
if(FirstRand == 4)
{
Walls3x();
}
if(FirstRand == 5)
{
Walls0x();
}
}
}
public function Walls1x ()
{
if (!isServer)
return;
if (isServer)
{
Debug.Log("Im Instatiating Walls 1");
RandWalls1x = Random.Range(1,11);
if(RandWalls1x == 1)
{
Walls1x0();
}
if(RandWalls1x == 2)
{
Walls1x1();
}
if(RandWalls1x == 3)
{
Walls1x2();
}
if(RandWalls1x == 4)
{
Walls1x3();
}
if(RandWalls1x == 5)
{
Walls1x4();
}
if(RandWalls1x == 6)
{
Walls1x5();
}
if(RandWalls1x == 7)
{
Walls1x6();
}
if(RandWalls1x == 8)
{
Walls1x7();
}
if(RandWalls1x == 9)
{
Walls1x8();
}
if(RandWalls1x == 10)
{
Walls1x9();
}
yield WaitForSeconds (1);
Break();
}
}
public function Walls1x0 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall0 = Instantiate(x1Walls0,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall0.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall0);
}
}
public function Walls1x1 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall1 = Instantiate(x1Walls1,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall1.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall1);
}
}
public function Walls1x2 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall2 = Instantiate(x1Walls2,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall2.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall2);
}
}
public function Walls1x3 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall3 = Instantiate(x1Walls3,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall3.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall3);
}
}
public function Walls1x4 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall4 = Instantiate(x1Walls4,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall4.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall4);
}
}
public function Walls1x5 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall5 = Instantiate(x1Walls5,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall5.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall5);
}
}
public function Walls1x6 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall6 = Instantiate(x1Walls6,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall6.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall6);
}
}
public function Walls1x7 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall7 = Instantiate(x1Walls7,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall7.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall7);
}
}
public function Walls1x8 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall8 = Instantiate(x1Walls8,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall8.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall8);
}
}
public function Walls1x9 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x1wall9 = Instantiate(x1Walls9,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x1wall9.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x1wall9);
}
}
public function Walls2x ()
{
if (!isServer)
return;
if (isServer)
{
Debug.Log("Im Instatiating Walls 2");
RandWalls2x = Random.Range(1,11);
if(RandWalls2x == 1)
{
Walls2x0();
}
if(RandWalls2x == 2)
{
Walls2x1();
}
if(RandWalls2x == 3)
{
Walls2x2();
}
if(RandWalls2x == 4)
{
Walls2x3();
}
if(RandWalls2x == 5)
{
Walls2x4();
}
if(RandWalls2x == 6)
{
Walls2x5();
}
if(RandWalls2x == 7)
{
Walls2x6();
}
if(RandWalls2x == 8)
{
Walls2x7();
}
if(RandWalls2x == 9)
{
Walls2x8();
}
if(RandWalls2x == 10)
{
Walls2x9();
}
yield WaitForSeconds (1);
Break();
}
}
public function Walls2x0 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall0 = Instantiate(x1Walls0,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall0.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall0);
}
}
public function Walls2x1 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall1 = Instantiate(x1Walls1,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall1.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall1);
}
}
public function Walls2x2 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall2 = Instantiate(x1Walls2,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall2.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall2);
}
}
public function Walls2x3 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall3 = Instantiate(x1Walls3,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall3.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall3);
}
}
public function Walls2x4 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall4 = Instantiate(x1Walls4,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall4.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall4);
}
}
public function Walls2x5 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall5 = Instantiate(x1Walls5,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall5.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall5);
}
}
public function Walls2x6 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall6 = Instantiate(x1Walls6,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall6.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall6);
}
}
public function Walls2x7 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall7 = Instantiate(x1Walls7,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall7.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall7);
}
}
public function Walls2x8 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall8 = Instantiate(x1Walls8,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall8.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall8);
}
}
public function Walls2x9 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x2wall9 = Instantiate(x1Walls9,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x2wall9.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x2wall9);
}
}
public function Walls3x ()
{
if (!isServer)
return;
if (isServer)
{
Debug.Log("Im Instatiating Walls 3");
RandWalls3x = Random.Range(1,11);
if(RandWalls3x == 1)
{
Walls3x0();
}
if(RandWalls3x == 2)
{
Walls3x1();
}
if(RandWalls3x == 3)
{
Walls3x2();
}
if(RandWalls3x == 4)
{
Walls3x3();
}
if(RandWalls3x == 5)
{
Walls3x4();
}
if(RandWalls3x == 6)
{
Walls3x5();
}
if(RandWalls3x == 7)
{
Walls3x6();
}
if(RandWalls3x == 8)
{
Walls3x7();
}
if(RandWalls3x == 9)
{
Walls3x8();
}
if(RandWalls3x == 10)
{
Walls3x9();
}
yield WaitForSeconds (1);
Break();
}
}
public function Walls3x0 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall0 = Instantiate(x1Walls0,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall0.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall0);
}
}
public function Walls3x1 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall1 = Instantiate(x1Walls1,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall1.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall1);
}
}
public function Walls3x2 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall2 = Instantiate(x1Walls2,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall2.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall2);
}
}
public function Walls3x3 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall3 = Instantiate(x1Walls3,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall3.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall3);
}
}
public function Walls3x4 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall4 = Instantiate(x1Walls4,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall4.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall4);
}
}
public function Walls3x5 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall5 = Instantiate(x1Walls5,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall5.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall5);
}
}
public function Walls3x6 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall6 = Instantiate(x1Walls6,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall6.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall6);
}
}
public function Walls3x7 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall7 = Instantiate(x1Walls7,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall7.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall7);
}
}
public function Walls3x8 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall8 = Instantiate(x1Walls8,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall8.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall8);
}
}
public function Walls3x9 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x3wall9 = Instantiate(x1Walls9,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x3wall9.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x3wall9);
}
}
public function Walls0x ()
{
if (!isServer)
return;
if (isServer)
{
Debug.Log("Im Instatiating Walls 0");
RandWalls0x = Random.Range(1,11);
if(RandWalls0x == 1)
{
Walls0x0();
}
if(RandWalls0x == 2)
{
Walls0x1();
}
if(RandWalls0x == 3)
{
Walls0x2();
}
if(RandWalls0x == 4)
{
Walls0x3();
}
if(RandWalls0x == 5)
{
Walls0x4();
}
if(RandWalls0x == 6)
{
Walls0x5();
}
if(RandWalls0x == 7)
{
Walls0x6();
}
if(RandWalls0x == 8)
{
Walls0x7();
}
if(RandWalls0x == 9)
{
Walls0x8();
}
if(RandWalls0x == 10)
{
Walls0x9();
}
yield WaitForSeconds (1);
Break();
}
}
public function Walls0x0 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall0 = Instantiate(x1Walls0,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall0.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall0);
}
}
public function Walls0x1 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall1 = Instantiate(x1Walls1,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall1.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall1);
}
}
public function Walls0x2 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall2 = Instantiate(x1Walls2,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall2.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall2);
}
}
public function Walls0x3 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall3 = Instantiate(x1Walls3,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall3.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall3);
}
}
public function Walls0x4 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall4 = Instantiate(x1Walls4,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall4.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall4);
}
}
public function Walls0x5 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall5 = Instantiate(x1Walls5,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall5.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall5);
}
}
public function Walls0x6 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall6 = Instantiate(x1Walls6,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall6.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall6);
}
}
public function Walls0x7 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall7 = Instantiate(x1Walls7,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall7.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall7);
}
}
public function Walls0x8 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall8 = Instantiate(x1Walls8,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall8.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall8);
}
}
public function Walls0x9 ()
{
if (!isServer)
return;
if(isServer)
{
disPlayer -= 1000;
var x0wall9 = Instantiate(x1Walls9,Vector3 (allLaneX, disPlayer, allLaneZ), Quaternion.Euler(Vector3 (SpawnRotationX, SpawnRotationY, SpawnRotationZ))) as GameObject;
x0wall9.transform.SetParent(CanvasWorldSpace, false);
NetworkServer.Spawn(x0wall9);
}
}
}
Comment