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Photon Combat script does not work
I am using photon for my game and I have one player gameobject but it does not work
Combat script: using UnityEngine; using System.Collections; using UnityEngine.UI;
public class Combat : MonoBehaviour { public float Health = 100; private float MinHealth = 0; private float MaxHealth = 100;
public Slider slider;
public virtual void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
stream.SendNext(Health);
} else if (stream.isReading)
{
Health = (float)stream.ReceiveNext();
}
}
[PunRPC]
public void Damage()
{
Health -= 10;
slider.value = Health;
}
}
The script which I use to apply damage:
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon;
public class WhichCollider : PunBehaviour { public GameObject player; public Collider2D coll;
private bool CanHit;
private bool CanHit2;
private void OnTriggerEnter2D(Collider2D collision)
{
coll = collision;
CanHit = true;
}
private void OnTriggerExit2D(Collider2D collision)
{
CanHit = false;
}
private void Update()
{
if (CanHit == true)
{
if (player.GetComponent<AnimController>().Flipped == true)
{
if (gameObject.name == "Collider1")
{
if (player.GetComponent<AnimController>().WaitForHit == true)
{
if (coll.gameObject.CompareTag("Player"))
{
if (CanHit2 == false)
{
CanHit2 = true;
print("Links");
StartCoroutine(SetCanHit());
}
}
}
}
}
if (player.GetComponent<AnimController>().Flipped == false)
{
if (gameObject.name == "Collider2")
{
if (player.GetComponent<AnimController>().WaitForHit == true)
{
if (coll.gameObject.CompareTag("Player"))
{
if (CanHit2 == false)
{
CanHit2 = true;
print("Rechts");
StartCoroutine(SetCanHit());
}
}
}
}
}
}
}
IEnumerator SetCanHit()
{
yield return new WaitForSeconds(0.3f);
photonView.RPC("Damage", PhotonTargets.All);
CanHit2 = false;
}
}
Please do not open duplicate questions.... Original question can be found here...
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