85 lines
2.9 KiB
C#
85 lines
2.9 KiB
C#
using System;
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using _PROJECT.Multiplayer;
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using FishNet.Connection;
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using FishNet.Object;
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using FishNet.Object.Synchronizing;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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namespace _PROJECT.Scripts.Bow
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{
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public class ArrowSpawner : NetworkBehaviour
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{
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[SerializeField] private GameObject arrowPrefab;
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private XRMultiplayerInteractionManager _interactionManager;
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private Notch _notch;
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[SyncVar] private NetworkObject _arrowNetworkObject;
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public override void OnStartServer()
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{
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base.OnStartServer();
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_interactionManager = GameObject.Find("XR Interaction Manager").GetComponent<XRMultiplayerInteractionManager>();
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_notch = GetComponent<Notch>();
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CreateArrowServer();
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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_interactionManager = GameObject.Find("XR Interaction Manager").GetComponent<XRMultiplayerInteractionManager>();
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_notch = GetComponent<Notch>();
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}
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public void LaunchArrow()
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{
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Debug.Log("Sending arrow RPC at ");
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LaunchArrowRPC();
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}
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[ServerRpc(RequireOwnership = false)]
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private void LaunchArrowRPC()
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{
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if (!IsServer) return;
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Debug.Log("Got launch arrow RPC");
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if (_notch.hasSelection)
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{
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//OwnerDeselectRpc(Owner, _notch.firstInteractableSelected.transform.GetComponent<NetworkObject>());
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_interactionManager.SelectExit(_notch, _notch.firstInteractableSelected);
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}
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_arrowNetworkObject = null;
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Invoke(nameof(CreateArrowServer), _notch.recycleDelayTime + 0.1f);
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}
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private void CreateArrowServer()
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{
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if (!IsServer) return;
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Debug.Log("Spawning arrow at " + transform.position);
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GameObject arrowObject = Instantiate(arrowPrefab, transform.position, transform.rotation);
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Spawn(arrowObject, Owner);
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Arrow arrow = arrowObject.GetComponent<Arrow>();
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_arrowNetworkObject = arrow.GetComponent<NetworkObject>();
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_interactionManager.SelectEnter(_notch as IXRSelectInteractor, arrow);
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//OwnerSelectRpc(Owner, arrowObject.GetComponent<NetworkObject>());
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}
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public override void OnOwnershipClient(NetworkConnection prevOwner)
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{
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base.OnOwnershipClient(prevOwner);
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if (IsOwner && _arrowNetworkObject != null)
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TakeArrowOwnershipRPC();
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}
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[ServerRpc(RequireOwnership = false)]
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private void TakeArrowOwnershipRPC(NetworkConnection conn = null)
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{
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if (!IsServer) return;
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if (_arrowNetworkObject == null) return;
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_arrowNetworkObject.GiveOwnership(conn);
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}
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}
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} |