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Question by lexen1 · Jan 03, 2014 at 07:07 PM · c#charactervoidrespawningrefer

How to refer to run a "void" in one c# script from another to respawn a player

Hello and thank you for reading my question. I have one script called health which refers to the health of the character with the section public void Die (). I have another script called NetworkManager that handles the spawning (SpawnMyPlayer) and respawning (RespawnMyPlayer) of the charecter. I want to make it so when the health script executes public void Die () it would also execute public void RespawnMyPlayer in the NetworkManager script.

Here is the NetworkManager Script:

 using UnityEngine;
 using System.Collections.Generic;
 
 public class NetworkManager : MonoBehaviour {
 
     public GameObject standbyCamera;
     SpawnPoint[] spawnPoints;
 
     public bool offlinemode = false;
 
     bool connecting = false;
 
     List<string> chatMessages;
     int maxChatMessages = 3;
 
     // Use this for initialization
     public void Start () {
         spawnPoints = GameObject.FindObjectsOfType < SpawnPoint> ();
         PhotonNetwork.player.name = PlayerPrefs.GetString("Nickname", "Nickname");
         chatMessages = new List<string> ();
     
     }
     void Connect () {
         PhotonNetwork.ConnectUsingSettings ( "0.01");
 
     }
 
     void OnDestroy () {
         PlayerPrefs.SetString ("Nickname",PhotonNetwork.player.name);
     }
 
     public void AddChatMessages (string m) {
         GetComponent<PhotonView> ().RPC ("AddChatMessages_RPC", PhotonTargets.AllBuffered, m);
     }
 
     [RPC]
     void AddChatMessages_RPC (string m) {
         while (chatMessages.Count >= maxChatMessages) { 
             chatMessages.RemoveAt (0); // Removes the oldest one in the list
         }
         chatMessages.Add (m);
 
     }
 
     void OnGUI () {
         GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
 
 
 
         if (PhotonNetwork.connected == false && connecting == false ) { //The Buttons
             GUILayout.BeginArea (new Rect (0, 0, Screen.width, Screen.height));
             GUILayout.BeginHorizontal ();
             GUILayout.FlexibleSpace ();
             GUILayout.BeginVertical ();
             GUILayout.FlexibleSpace ();
 
             GUILayout.BeginHorizontal (); //Start of username code
             GUILayout.Label ("Nickname: ");
             PhotonNetwork.player.name = GUILayout.TextField (PhotonNetwork.player.name);
             GUILayout.EndHorizontal (); //End of username code
 
             if (GUILayout.Button ("Offline Mode")) {
                 connecting = true;
                 PhotonNetwork.offlineMode = true;
                 OnJoinedLobby();
 
             }
             if (GUILayout.Button ("Online Mode")) {
                 connecting = true;
                 Connect ();
             }
             GUILayout.FlexibleSpace ();
             GUILayout.EndVertical ();
             GUILayout.FlexibleSpace ();
             GUILayout.EndHorizontal ();
             GUILayout.EndArea ();
         }
         if (PhotonNetwork.connected == true && connecting == false) {
             GUILayout.BeginArea (new Rect (0, 0, Screen.width, Screen.height));
             GUILayout.BeginVertical ();
             GUILayout.FlexibleSpace ();
 
             foreach (string msg in chatMessages) {
                 GUILayout.Label (msg);
             }
 
             GUILayout.EndVertical ();
             GUILayout.EndArea ();
         }
 
     }
 
     void OnJoinedLobby () {
         Debug.Log ("Joined Lobby");
         PhotonNetwork.JoinRandomRoom ();
     }
 
     void OnPhotonRandomJoinFailed () {
         Debug.Log ("OnPhotonRandomJoinFailed");
         PhotonNetwork.CreateRoom (null);
     }
 
     void OnJoinedRoom () {
         connecting = false;
         Debug.Log ("Joined Room");
         SpawnMyPlayer ();
     }
 
     public void RespawnMyPlayer () {
         standbyCamera.SetActive (true);
         AddChatMessages ("Respawning Player: " + PhotonNetwork.player.name);
         if (spawnPoints ==null) {
             Debug.LogError ("Dude, you never put any spawn points in this map.");
             return;
         }
         SpawnPoint mySpawnPoint = spawnPoints [Random.Range (0, spawnPoints.Length)]; 
         GameObject myPlayerGO = PhotonNetwork.Instantiate ("PlayerControllerMia", mySpawnPoint.transform.position, mySpawnPoint.transform.rotation, 0);
         standbyCamera.SetActive (false);
     }
 
     public void SpawnMyPlayer () {
         AddChatMessages ("Spawning Player: " + PhotonNetwork.player.name);
         if (spawnPoints ==null) {
             Debug.LogError ("Dude, you never put any spawn points in this map.");
             return;
         }
         SpawnPoint mySpawnPoint = spawnPoints [Random.Range (0, spawnPoints.Length)]; 
         GameObject myPlayerGO = PhotonNetwork.Instantiate ("PlayerControllerMia", mySpawnPoint.transform.position, mySpawnPoint.transform.rotation, 0);
         standbyCamera.SetActive (false);
 
         //((MonoBehaviour)myPlayerGO.GetComponent ("FPSInputController")).enabled = true;
         ((MonoBehaviour)myPlayerGO.GetComponent ("MouseLook")).enabled = true;
         ((MonoBehaviour)myPlayerGO.GetComponent ("PlayerMovement")).enabled = true;
         //((MonoBehaviour)myPlayerGO.GetComponent ("machineGun")).enabled = true;
         myPlayerGO.transform.FindChild ("Main Camera").gameObject.SetActive (true);
 
     }
 }

Here is the Health script: using UnityEngine; using System.Collections;

 public class Health : MonoBehaviour {
 
 
     public float HP = 100f;
     public float currentHP;
     private NetworkManager _NetworkManager;
     private NetworkManager _networkmanager {
         get {
             if (_NetworkManager == null) {
                 _NetworkManager = (NetworkManager)FindObjectOfType (typeof(NetworkManager));
             }
             return _NetworkManager;
         }
     }
     
 
 
     // Use this for initialization
     void Start () {
         currentHP = HP;
 
     }
 
     [RPC]
     public void TakeDamage (float amt) {
         currentHP -= amt;
         if (currentHP <= 0) {
             Die ();
         }
     }
 
     public void Die () {
         if (GetComponent<PhotonView> ().instantiationId == 0) {
             Destroy (gameObject);
             GetComponent<NetworkManager>().RespawnMyPlayer(); Debug.Log ("It should be doing RespawnMyPlayer from Network Manager now");
         } 
         else {
             if (PhotonNetwork.isMasterClient) {
                 Debug.Log ("You are the Master Client");
                 PhotonNetwork.Destroy (gameObject); Debug.Log ("We PhotonNetwork.Destroyed the game object");
                 _NetworkManager.SpawnMyPlayer(); Debug.Log ("It should be doing RespawnMyPlayer from Network Manager now");
             }
         }
     }
 }

Thank you for any help you can provide.

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avatar image RudyTheDev · Jan 05, 2014 at 08:45 PM 0
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You need to reference the specific Network$$anonymous$$anager script's instance somehow, see something like this.

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