[Player] Fix a minor issue where the player is not "Destroyed" on all instances
This commit is contained in:
Родитель
99e54275df
Коммит
5983e165f3
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@ -141,11 +141,18 @@ public class PlayerControl : NetworkBehaviour
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private void OnLivesChanged(int previousAmount, int currentAmount)
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{
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// Hide graphics client side upon death
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if(currentAmount <= 0 && IsClient && TryGetComponent<SpriteRenderer>(out var spriteRenderer))
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spriteRenderer.enabled = false;
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if (!IsOwner) return;
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Debug.LogFormat("Lives {0} ", currentAmount);
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if (InvadersGame.Singleton != null) InvadersGame.Singleton.SetLives(m_Lives.Value);
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if (m_Lives.Value <= 0) m_IsAlive = false;
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if (m_Lives.Value <= 0)
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{
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m_IsAlive = false;
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}
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}
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private void OnScoreChanged(int previousAmount, int currentAmount)
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@ -154,6 +161,7 @@ public class PlayerControl : NetworkBehaviour
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Debug.LogFormat("Score {0} ", currentAmount);
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if (InvadersGame.Singleton != null) InvadersGame.Singleton.SetScore(m_Score.Value);
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} // ReSharper disable Unity.PerformanceAnalysis
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private void InGameUpdate()
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{
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if (!IsLocalPlayer || !IsOwner || !m_HasGameStarted) return;
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@ -202,6 +210,11 @@ public class PlayerControl : NetworkBehaviour
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m_Lives.Value = 0;
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InvadersGame.Singleton.SetGameEnd(GameOverReason.Death);
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NotifyGameOverClientRpc(GameOverReason.Death, m_OwnerRPCParams);
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// Hide graphics of this player object server-side. Note we don't want to destroy the object as it
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// may stop the RPC's from reaching on the other side, as there is only one player controlled object
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if (TryGetComponent<SpriteRenderer>(out var spriteRenderer))
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spriteRenderer.enabled = false;
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}
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}
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