Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by finlay_morrison · Nov 05, 2017 at 10:49 AM · c#unity 5scripting problemnetworkinghealth

Getting a mix of warnings in multiplayer

So im making a multiplayer fps and im getting some strange behaviour, when i shoot another play they are insta-killed, which shouldn't happen, then a few seconds later i get disconnected, i think the error is in these two scripts, any help is appreciate.

First script :

using UnityEngine; using UnityEngine.Networking;

[RequireComponent(typeof(WeaponManager))] public class PlayerShoot : NetworkBehaviour {

 private const string PLAYER_TAG = "Player";

 private PlayerWeapon currentWeapon;
 [SerializeField]
 public PlayerWeapon weapon;

 [SerializeField]
 private Camera cam;

 [SerializeField]
 private LayerMask mask;

 private WeaponManager weaponManager;

 private void Start()
 {
     if (cam == null)
     {
         Debug.LogError("PlayerShoot : No camera referenced");
         this.enabled = false;
     }
     weaponManager = GetComponent<WeaponManager>();
 }

 private void Update()
 {
     currentWeapon = weaponManager.GetCurrentWeapon();

     if (Input.GetButtonDown("Fire1") && currentWeapon.fireRate <= 0f)
     {
         Shoot();
     } else
     {
         if (Input.GetButtonDown("Fire1"))
         {
             InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate);
         } else if (Input.GetButtonUp("Fire1"))
         {
             CancelInvoke("Shoot");
         }
     }
 }

 [Command]
 private void CmdOnShoot()
 {
     RpcDoShootEffect();
 }

 [ClientRpc]
 private void RpcDoShootEffect()
 {
     weaponManager.GetCurrentGraphics().muzzleFlash.Play();
 }

 [Command]
 private void CmdOnHit(Vector3 _pos, Vector3 _normal)
 {
     RpcDoHitEffect(_pos, _normal);
 }

 [ClientRpc]
 private void RpcDoHitEffect(Vector3 _pos, Vector3 _normal)
 {
     GameObject _hitEffect = Instantiate(weaponManager.GetCurrentGraphics().hitEffectPrefab, _pos, Quaternion.LookRotation(_normal));
     Destroy(_hitEffect, 2f);
 }

 [Client]
 private void Shoot()
 {
     if (!isLocalPlayer)
         return;

     CmdOnShoot();

     RaycastHit _hit;
     if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, currentWeapon.weaponRange, mask))
     {
         if (_hit.collider.tag == PLAYER_TAG)
         {
             CmdPlayerShot(_hit.collider.name, currentWeapon.weaponDamage);
         }
         CmdOnHit(_hit.point, _hit.normal);
     }
 }

 [Command]
 private void CmdPlayerShot(string _playerID, int _damage)
 {
     Player _player = GameManager.GetPlayer(_playerID);
     _player.RpcTakeDamage(_damage);
 }

}

And the 2nd script :

using UnityEngine; using UnityEngine.Networking; using System.Collections;

[RequireComponent(typeof(PlayerSetup))] public class Player : NetworkBehaviour {

 [SyncVar]
 private bool _isDead = false;
 public bool isDead
 {
     get { return _isDead; }
     protected set { _isDead = value; }
 }

 [SerializeField]
 private int maxHealth = 100;

 [SyncVar]
 private int currentHealth;

 [SerializeField]
 private Behaviour[] disableOnDeath;
 private bool[] wasEnabled;

 [SerializeField]
 private GameObject[] disableGameobjectsOnDeath;

 [SerializeField]
 private GameObject deathEffect;
 [SerializeField]
 private GameObject spawnEffect;

 private bool isFirstSetup = true;

 public void SetupPlayer()
 {
     if (isLocalPlayer)
     {
         GameManager.instance.SetSceneCameraActive(false);
         GetComponent<PlayerSetup>().playerUIInstance.SetActive(true);
         CmdBroadcastNewPlayerSetup();
     }
 }

 [Command]
 private void CmdBroadcastNewPlayerSetup()
 {
     RpcSetupPlayerOnAllClients();
 }

 [ClientRpc]
 private void RpcSetupPlayerOnAllClients()
 {
     if (isFirstSetup)
     {
         wasEnabled = new bool[disableOnDeath.Length];
         for (int i = 0; i < wasEnabled.Length; i++)
         {
             wasEnabled[i] = disableOnDeath[i].enabled;
         }
         isFirstSetup = false;
     }

     SetupPlayer();
 }

 [ClientRpc]
 public void RpcTakeDamage(int _amount)
 {
     if (isDead)
         return;
     currentHealth -= _amount;

     if (currentHealth <= 0)
     {
         Die();
     }
 }

 private void Die()
 {
     isDead = true;

     for (int i = 0; i < disableOnDeath.Length; i++)
     {
         disableOnDeath[i].enabled = false;
     }

     for (int i = 0; i < disableGameobjectsOnDeath.Length; i++)
     {
         disableGameobjectsOnDeath[i].SetActive(false);
     }

     Collider _col = GetComponent<Collider>();
     if (_col != null)
     {
         _col.enabled = false;
     }
     GameObject _explosion = (GameObject)Instantiate(deathEffect, transform.position, Quaternion.identity);
     Destroy(_explosion, 3f);

     if (isLocalPlayer)
     {
         GameManager.instance.SetSceneCameraActive(true);
         GetComponent<PlayerSetup>().playerUIInstance.SetActive(false);
     }

     StartCoroutine(Respawn());
 }

 private IEnumerator Respawn()
 {
     yield return new WaitForSeconds(GameManager.instance.matchSettings.respawnTime);

     GameManager.instance.SetSceneCameraActive(false);
     GetComponent<PlayerSetup>().playerUIInstance.SetActive(true);

     Transform _spawnPoint = NetworkManager.singleton.GetStartPosition();
     transform.position = _spawnPoint.position;
     transform.rotation = _spawnPoint.rotation;

     yield return new WaitForSeconds(0.1f);

     SetDefualts();
 }

 public void SetDefualts()
 {
     isDead = false;

     currentHealth = maxHealth;

     for (int i = 0; i < disableOnDeath.Length; i++)
     {
         disableOnDeath[i].enabled = wasEnabled[i];
     }

     for (int i = 0; i < disableGameobjectsOnDeath.Length; i++)
     {
         disableGameobjectsOnDeath[i].SetActive(true);
     }

     Collider _col = GetComponent<Collider>();
     if (_col != null)
     {
         _col.enabled = true;
     }

     GameObject _spawnEffect = (GameObject)Instantiate(spawnEffect, transform.position, Quaternion.identity);
     Destroy(_spawnEffect, 3f);
 }

}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

480 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I use UNetWeaver.dll during runtime? 0 Answers

How to make sure than one script affect the player of the specific client, and not the other 2 Answers

How do i check which object was instantiated last? 1 Answer

How to make the calculated angle respective of the players rotation? 1 Answer

Turning Post-Processing on/off with a key. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges