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@AndrewWeston9
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LocalWorld.cs Snippet: Created by another team member, I took their code and changed it to work in a network environment, sending the emotes between clients through the server.
void Start () {
emoteDisplayer = new EmoteDisplayClass();
}
public void displayEmote(int emoteType, NetworkInstanceId netId)
{
emoteDisplayer.displayEmote (emoteType, netId);
}
public class EmoteDisplayClass : ScriptableObject
{
public List<EmoteButton> buttons;
private Vector2 Mouseposition;
private Vector2 fromVector2M;
private Vector2 centercirlce;
private Vector2 toVector2M;
public Sprite sprite1;
public Sprite sprite2;
public Sprite sprite3;
public Sprite sprite4;
public float EmoteLifetime;
private bool menuon;
public int menuItems;
public void Awake()
{
sprite1 = Resources.Load<Sprite>("Sprites/Emotes/HappySprite");
sprite2 = Resources.Load<Sprite>("Sprites/Emotes/SadSprite");
sprite3 = Resources.Load<Sprite>("Sprites/Emotes/HelloSprite");
sprite4 = Resources.Load<Sprite>("Sprites/Emotes/EmergencySprite");
EmoteLifetime = 2;
centercirlce = new Vector2(0.5f, 0.5f);
fromVector2M = new Vector2(0.5f, 1.0f);
buttons = new List<EmoteButton>();
}
public void displayEmote(int emoteType, NetworkInstanceId netId)
{
GameObject Player = ClientScene.FindLocalObject(netId);
//int InstanceID = Player.GetComponent (NetworkInstanceId);
//string netID = Player.GetComponent<NetworkIdentity>().netId.ToString();
Debug.Log ("Player network ID Received by client: " + Player.GetComponent<NetworkIdentity>().netId.ToString());
Vector3 offset = new Vector3(0.0f, 2.5f, 0.0f);
if (emoteType == 0)
{
GameObject emoteobject = new GameObject("Emote");
SpriteRenderer renderer = emoteobject.AddComponent<SpriteRenderer>();
IconObject qwe = emoteobject.AddComponent<IconObject>();
qwe.PlayerNetID (netId);
renderer.sprite = sprite1;
Destroy(emoteobject, EmoteLifetime);
}
else if (emoteType == 1)
{
GameObject emoteobject = new GameObject("Emote");
SpriteRenderer renderer = emoteobject.AddComponent<SpriteRenderer>();
IconObject qwe = emoteobject.AddComponent<IconObject>();
qwe.PlayerNetID (netId);
renderer.sprite = sprite2;
Destroy(emoteobject, EmoteLifetime);
}
else if (emoteType == 2)
{
GameObject emoteobject = new GameObject("Emote");
SpriteRenderer renderer = emoteobject.AddComponent<SpriteRenderer>();
IconObject qwe = emoteobject.AddComponent<IconObject>();
qwe.PlayerNetID (netId);
renderer.sprite = sprite3;
Destroy(emoteobject, EmoteLifetime);
}
else if (emoteType == 3)
{
GameObject emoteobject = new GameObject("Emote");
SpriteRenderer renderer = emoteobject.AddComponent<SpriteRenderer>();
IconObject qwe = emoteobject.AddComponent<IconObject>();
qwe.PlayerNetID (netId);
renderer.sprite = sprite4;
Destroy(emoteobject, EmoteLifetime);
}
}
}
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