Sync + enemies hopefully networked spawning

This commit is contained in:
BOT Alex 2024-02-29 17:42:20 +01:00
parent 4e8464a52d
commit a706cd7e45
2 changed files with 6 additions and 2 deletions

View File

@ -3729,7 +3729,10 @@ MonoBehaviour:
initialSpawnDelay: 5 initialSpawnDelay: 5
SpawnCenter: {fileID: 5796191506433166635} SpawnCenter: {fileID: 5796191506433166635}
timer: 0 timer: 0
enemyList: [] enemyList:
- prefabs:
- {fileID: 7065654593080984807, guid: cfacc720818aabb4e9217dd1ae770886, type: 3}
Difficulty: 0
--- !u!1001 &4158834148864819266 --- !u!1001 &4158834148864819266
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -61,7 +61,7 @@ public class EnemySpawner : NetworkBehaviour
timer = WaveTime - initialSpawnDelay; timer = WaveTime - initialSpawnDelay;
if (!IsClient) // If server then start spawning if (IsServer || IsHost) // If server then start spawning
StartSpawning(); StartSpawning();
} }
@ -104,6 +104,7 @@ public class EnemySpawner : NetworkBehaviour
{ {
GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform); GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
difficulty -= decendingList[i].Difficulty; difficulty -= decendingList[i].Difficulty;
enemy.GetComponent<NetworkObject>().Spawn();
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray(); enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray();
} }