RiftMayhem/Assets/Scripts/Networking/NetworkMultipleProjectileChainReaction.cs

50 lines
1.5 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NetworkMultipleProjectileChainReaction : NetworkAbilityChainReaction, IPunObservable
{
public List<NetworkedProjectile> projectiles = new List<NetworkedProjectile>();
ProjectileAbility projectileAbility;
public override void ExecuteAbilityChainReaction(PhotonView owner, Taggable ownerTag)
{
projectileAbility = (ProjectileAbility)ability;
foreach (NetworkedProjectile projectile in projectiles)
{
projectile.speed = projectileAbility.projectileSpeed;
projectile.owner = owner;
projectile.ownerTag = ownerTag;
projectile.ability = projectileAbility;
projectile.lifeSpan = projectileAbility.lifeSpan;
projectile.canPierce = projectileAbility.canPierce;
projectile.canHitSelf = projectileAbility.canHitSelf;
projectile.gameObject.SetActive(true);
projectile.Init();
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
for (int i = 0; i < projectiles.Count; i++)
{
stream.SendNext(projectiles[i].gameObject.activeSelf);
}
}
if (stream.IsReading)
{
for (int i = 0; i < projectiles.Count; i++)
{
projectiles[i].gameObject.SetActive((bool)stream.ReceiveNext());
}
}
}
}