34 lines
980 B
C#
34 lines
980 B
C#
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|