Commit 56f8c54a by alsunj

spawn 2 keys by server when the timer runs out

parent 34572d18
......@@ -20,11 +20,6 @@ MonoBehaviour:
SourceHashToOverride: 0
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- Override: 0
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- Override: 0
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......
......@@ -5,6 +5,8 @@ using UnityEngine;
public class GameManager : NetworkBehaviour
{
[SerializeField] private GameObject keyPrefab;
private TextMeshProUGUI _timerText;
private float _initialTimer = 10f;
private float _startGameTimer = 10f;
......@@ -79,10 +81,16 @@ public class GameManager : NetworkBehaviour
[ServerRpc]
private void TimersEndedServerRpc()
{
// Logic to handle when timers have ended
Debug.Log("Timers have ended.");
for (int i = 0; i < 2; i++)
{
Vector3 spawnPosition = new Vector3(10 + UnityEngine.Random.Range(-5f, 5f), 0,
10 + Random.Range(-5f, 5f));
GameObject obj = Instantiate(keyPrefab, spawnPosition, Quaternion.identity);
obj.GetComponent<NetworkObject>().Spawn();
}
}
[ServerRpc(RequireOwnership = false)]
public void RequestTimerStateServerRpc(ServerRpcParams rpcParams = default)
{
......
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences:
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icon: {instanceID: 0}
userData:
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......@@ -1020,6 +1020,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
ShowTopMostFoldoutHeaderGroup: 1
keyPrefab: {fileID: 8050255731901760503, guid: 1d9ae894a89fd38449f1ce889f52d1ad, type: 3}
--- !u!4 &405720569
Transform:
m_ObjectHideFlags: 0
......
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