37 lines
636 B
C#
37 lines
636 B
C#
using Unity.Netcode;
|
|
using UnityEngine;
|
|
|
|
public class SyncWithServerOnSpawn : NetworkBehaviour
|
|
{
|
|
public RoundManager roundManager;
|
|
|
|
private bool hasSynced;
|
|
|
|
private void Start()
|
|
{
|
|
}
|
|
|
|
public void SyncWithServer()
|
|
{
|
|
if (!base.IsServer)
|
|
{
|
|
Object.Destroy(base.gameObject);
|
|
return;
|
|
}
|
|
NetworkObject component = base.gameObject.GetComponent<NetworkObject>();
|
|
if (component != null)
|
|
{
|
|
component.Spawn(destroyWithScene: true);
|
|
}
|
|
}
|
|
|
|
protected override void __initializeVariables()
|
|
{
|
|
base.__initializeVariables();
|
|
}
|
|
|
|
protected internal override string __getTypeName()
|
|
{
|
|
return "SyncWithServerOnSpawn";
|
|
}
|
|
}
|