What's wrong with my script ?
Hello bros.
This script is intended to produce amount of (food) objects for the players over the network. What should happen is that when a player eats one food, another food object gets created in another random place. Somehow it doesn't do that.
Here's the script.
public class FoodManager : Photon.MonoBehaviour {
[SerializeField] GameObject smallCirclePrefab;
[SerializeField] float widthOfBoard = 100;
[SerializeField] float heightOfBoard = 100;
[SerializeField] int amtOfSmallCircle = 100;
[SerializeField] int sizeOfCircle = 5;
// Use this for initialization
void Start()
{
if(PhotonNetwork.isMasterClient)
produceSmallCircle(amtOfSmallCircle);
}
// Update is called once per frame
void Update()
{
}
void produceSmallCircle(int n)
{
Vector2 position;
GameObject circle;
float positionX, positionY;
int ratioOfSize = 5;
for (int i = 0; i < n; i++)
{
positionX = Random.Range(-widthOfBoard / 2, widthOfBoard / 2);
positionY = Random.Range(-heightOfBoard / 2, heightOfBoard / 2);
position = new Vector3(positionX, positionY,0);
circle = PhotonNetwork.InstantiateSceneObject(smallCirclePrefab.name, position, transform.rotation, 0,null) as GameObject;
circle.transform.localScale = new Vector3((float)sizeOfCircle / ratioOfSize, (float)sizeOfCircle / ratioOfSize, (float)sizeOfCircle / ratioOfSize);
}
}
}
and here's the other script
using UnityEngine; using System.Collections;
public class FoodCollision : Photon.MonoBehaviour {
public static float amtOfIncreaseSpeed = 1f;
public static float amtOfIncreaseHealth = 1f;
public static float ratioOfSpeed = 150.0f;
public static float increaseSize = 0.001f;
PhotonView photonView;
BoxCollider2D boxCollider;
SpriteRenderer sp;
void Awake()
{
photonView = PhotonView.Get(this);
boxCollider = GetComponent<BoxCollider2D>();
sp = GetComponent<SpriteRenderer>();
}
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void DestroyGO()
{
photonView.ownerId = PhotonNetwork.player.ID;
boxCollider.enabled = false;
sp.enabled = false;
photonView.RPC("DestroyRPC", PhotonTargets.MasterClient);
}
[PunRPC]
void DestroyRPC()
{
PhotonNetwork.Destroy(gameObject);
}
}
And what part of that script is means to be detecting when the player has eaten the food and creating a new one?
it was in another script, sorry about that, i edited the post.
Questions like "What's wrong with my script" clearly belongs to the help room and not the default space as this is a pure debugging question.
I moved the question to the help room.