Files
survival-game/Assets/Mirror/Examples/Tanks/Scripts/Projectile.cs
2025-06-16 13:15:42 +00:00

47 lines
1.3 KiB
C#

using UnityEngine;
namespace Mirror.Examples.Tanks
{
public class Projectile : NetworkBehaviour
{
public float destroyAfter = 2f;
public Rigidbody rigidBody;
public float force = 1000f;
public override void OnStartServer()
{
Invoke(nameof(DestroySelf), destroyAfter);
}
// set velocity for server and client. this way we don't have to sync the
// position, because both the server and the client simulate it.
void Start()
{
rigidBody.AddForce(transform.forward * force);
}
// destroy for everyone on the server
[Server]
void DestroySelf()
{
NetworkServer.Destroy(gameObject);
}
// ServerCallback because we don't want a warning
// if OnTriggerEnter is called on the client
[ServerCallback]
void OnTriggerEnter(Collider other)
{
Debug.Log("Hit: " + other.name);
if (other.transform.parent.TryGetComponent(out Tank tank))
{
--tank.health;
if (tank.health == 0)
NetworkServer.RemovePlayerForConnection(tank.netIdentity.connectionToClient, RemovePlayerOptions.Destroy);
DestroySelf();
}
}
}
}