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Question by AgarFun · Jul 06, 2017 at 10:25 PM · instantiatenetworkhealthbarbar

My energy bar decrease only on the host screen with network

Hi, I don't know why the energy decrease only on the host screen when I'm shooting, this is my script, it's at CmdFire(), energy.Current -= Amount5: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking;

public class PlayerController : NetworkBehaviour { //Move public float _speed; private bool _move = false; public GameObject _point; private Vector3 _target; //Shot public GameObject bulletPrefab; public Transform bulletSpawn; public float TimeBullet; private Rigidbody2D rb; public float speed; public float fireRate; private float nextFire; private bool shoot; private float Amount5 = 5; private bool Meshoot; //Bar [SerializeField] private Stat health; [SerializeField] private Stat energy;

 private void Awake()
 {
     health.Initialize();
     energy.Initialize();
 }
 void Start()
 {
     Meshoot = false;
     StartCoroutine(DoEveryFiveSeconds());
     

     if (isLocalPlayer)
     {
         transform.FindChild("Camera").GetComponent<Camera>().enabled = true;
         transform.FindChild("Canvas").GetComponent<Canvas>().enabled = true;            
     }     
 }
 IEnumerator DoEveryFiveSeconds()
 {
     while (true)
     {
         if(Meshoot == true)
         {
             yield return new WaitForSeconds(0.1f);
             Energy1WhenShoot();
         }
         if(Meshoot == false)
         {
             yield return new WaitForSeconds(0.25f);
             Energy1();
         }
         
     }
     
 }
 void Energy1()
 {
     energy.CurrentVal += 3;
 }

 void Energy1WhenShoot()
 {
    
         energy.CurrentVal += 1;
     }
    

 // Update is called once per frame

 void Update()
 {
     if(Meshoot != true)
     {
         Meshoot = false;
     }
     if (energy.CurrentVal <= 0)
     {
         shoot = false;
     }
     if (energy.CurrentVal > 0)
     {
         shoot = true;
     }
     if (energy.CurrentVal - Amount5 < 0)
     {
         shoot = false;
     }
     if (!isLocalPlayer)
     {           
         return;            
     }                   
         Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
         difference.Normalize();
         float rotation_z = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.Euler(0f, 0f, rotation_z);
         if (Input.GetMouseButton(1))
         {
             _target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             _target.z = transform.position.z;
             if (_move == false)
                 _move = true;
             Instantiate(_point, _target, Quaternion.identity);
             {
                 if (Input.GetMouseButtonDown(1))
                 {
                     _move = false;
                 }
                 if (_move == true)
                     transform.position = Vector3.MoveTowards(transform.position, _target, _speed * Time.deltaTime);
             }
         }
     if (Input.GetMouseButton(0))
     {
         CmdFire();
     }
     else
     {
         Meshoot = false;
     }        
     
     
    
 }
 [Command]
 void CmdFire()
 {
     if (shoot == true)
     {


         if (Time.time > nextFire)
         {


             var bullet = (GameObject)Instantiate(
             bulletPrefab,
             bulletSpawn.position,
             bulletSpawn.rotation);
             energy.CurrentVal -= Amount5;
             // Add velocity to the bullet
             bullet.GetComponent<Rigidbody2D>().velocity = bullet.transform.up * (-speed);
             nextFire = Time.time + fireRate;
             NetworkServer.Spawn(bullet);
             Destroy(bullet, TimeBullet);
             Meshoot = true;
      
         }
        


      
         
     }
 }
 public override void OnStartLocalPlayer()
 {
     GetComponent<SpriteRenderer>().material.color = Color.blue;
 }

 public override void OnStartClient()
 {
     GetComponent<SpriteRenderer>().material.color = Color.red;
 }

 void OnTriggerEnter2D(Collider2D col)
 {

     if (col.gameObject.tag == "Bullet")
     {
             health.CurrentVal -= 10;                                          
     }
 }

}

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