[Player] Fix a minor issue where the player is not "Destroyed" on all instances

This commit is contained in:
Cosmin 2021-07-20 16:08:43 +01:00
Родитель 99e54275df
Коммит 5983e165f3
6 изменённых файлов: 14 добавлений и 481 удалений

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

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