using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; using StarterAssets; public class EnergyCell : NetworkBehaviour { public float EnergyContains = 25f; public bool isStatic = false; private float a; void OnTriggerEnter(Collider collider) { if (!isServer) return; if (collider.tag == "Player") { RpcRegenerateEnery(collider.gameObject); RegenerateEnergy(collider.gameObject); NetworkServer.Destroy(this.gameObject); } } [Command(requiresAuthority = false)] void CmdRegenerateEnery(GameObject target) { RpcRegenerateEnery(gameObject); } [ClientRpc] void RpcRegenerateEnery(GameObject target) { RegenerateEnergy(target); } void RegenerateEnergy(GameObject target) { PersonController player = target.GetComponent(); player.InstantStaminaRegeneration(EnergyContains); } void FixedUpdate() { if (!isStatic) { a += Time.fixedDeltaTime; transform.localPosition += new Vector3(0, Mathf.Sin(a) * 0.008f, 0); } } }