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Question by Ridanlue · Jul 19, 2013 at 02:11 AM · networkingmultiplayernetwork

[Solved] How do use same code in single-player AND multi-player?

This question is solved. But I can't close this question...("closing question" requires 50 karma?)


Hi all. I created a multi-player TPS game.

First plan, the game was ONLY multi-player, But currently the game needs single-player. (campaign mode)

For this reason, my game's C# code is depend on unity networking. How do use same code in single-player AND multi-player? If it is not possible, How do fix my code?

My stupid plan is...

 void Shot() {
     networkView.RPC("RpcShot", RPCMode.All);
 }
 [RPC]
 void RpcShot() {
     Instantiate(prefabBullet);
 }

Fix this code to...

 void Shot() {
     if (WrapNetwork.isMultiPlayer) {
         networkView.RPC("RpcShot", RPCMode.All);
     }else{
         RpcShot();
     }
 }
 [RPC]
 void RpcShot() {
     Instantiate(prefabBullet);
 }
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avatar image Benproductions1 · Jul 19, 2013 at 02:12 AM 0
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Nothing is wrong with your code. Do you get any errors?

avatar image Ridanlue · Jul 19, 2013 at 11:32 AM 1
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No errors. But my stupid plan causes increase amount of code..

avatar image Benproductions1 · Jul 19, 2013 at 11:51 AM 0
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:How do fix my code?", nothing is broken, so nothing can be fixed. If you are asking for a better method, that an entirely different question altogether.

I would just write a function that wraps what you already have there. If you only want to pass in a string you will need to learn how to do reflection, but it shouldn't be too hard ;)

avatar image Ridanlue · Jul 19, 2013 at 12:30 PM 0
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Sorry, my question is really wrong...

I looked C# reflection documents. It's hard, slow, messy...

Deter$$anonymous$$ed to use "my stupid plan". Solved! Thanks.

avatar image dorpeleg · Jul 19, 2013 at 01:28 PM 0
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If solved, please close the question.

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