2024-10-17 17:23:05 +03:00

36 lines
967 B
C#

using UnityEngine;
namespace Mirror.Examples.TankTheftAuto
{
public class Projectile : NetworkBehaviour
{
public float destroyAfter = 2;
public Rigidbody rigidBody;
public float force = 1000;
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 co) => DestroySelf();
}
}