fgm24/Assets/Scripts/Multiplayer/NetworkedPlayerSpawner.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
public class NetworkedPlayerSpawner : NetworkBehaviour
{
[SerializeField] private GameObject PlayerPrefab;
private void Start()
{
DontDestroyOnLoad(this);
}
public override void OnNetworkSpawn()
{
NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneLoaded;
}
private void SceneLoaded(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut)
{
if (IsHost && sceneName == "Multiplayer")
{
for (int i = 0; i < clientsCompleted.Count; i++)
{
GameObject player = Instantiate(PlayerPrefab, Vector2.up * 3, Quaternion.identity);
player.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientsCompleted[i], true);
}
}
}
}