using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; using Characters; public class CubeEater : NetworkBehaviour { // CustomNetworkManager networkManager; NetworkGameManager networkGameManager; void Start() { // networkManager = NetworkManager.singleton.GetComponent(); networkGameManager = NetworkGameManager.singleton; } void OnTriggerEnter(Collider collider) { if (!isServer) return; if (collider.tag == "Prop") { if (collider.GetComponent().Original == true) { var player = collider.GetComponent()._player; collider.GetComponent().ResetPlayer(); collider.gameObject.layer = LayerMask.NameToLayer("NoCollide"); // SetWinner(player.gameObject); networkGameManager.SetWinner(player.gameObject); print("SASALKA????"); StartCoroutine(DestoyDelay(collider.gameObject)); } else { print("ELSE"); var player = collider.GetComponent()._player; collider.GetComponent().ResetPlayer(); collider.gameObject.layer = LayerMask.NameToLayer("NoCollide"); StartCoroutine(DestoyDelay(collider.gameObject)); } } } IEnumerator DestoyDelay(GameObject gameObject) { yield return new WaitForSeconds(3f); NetworkServer.Destroy(gameObject); StopCoroutine(DestoyDelay(gameObject)); } // [Command(requiresAuthority = false)] // void CmdDrop(GameObject gameObject) // { // RpcDrop(gameObject); // } // [ClientRpc] // void SetWinner(GameObject gameObject) // { // networkGameManager.winner = gameObject; // networkGameManager.CmdRestartScene(); // } }