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NetworkShootable.cs
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NetworkShootable.cs
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// In NetworkShootable class
using System;
using MalbersAnimations;
using MalbersAnimations.Weapons;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
namespace MalbersAnimations.NetCode
{
public class NetworkShootable : MonoBehaviour
{
private MShootable mShootable;
private NetworkAnimal networkAnimal;
private MDisplayTrajectory displayTrajectory;
private void Start()
{
Debug.Log("Start method called.");
// Get the reference to MShootable using GetComponent
mShootable = GetComponent<MShootable>();
displayTrajectory = GetComponent<MDisplayTrajectory>();
mShootable.OnEquiped.AddListener(OnEquiped);
mShootable.OnUnequiped.AddListener(OnUnequiped);
}
private void OnUnequiped(Transform arg0)
{
if (networkAnimal == null) return;
displayTrajectory.enabled = false;
//Remove listeners
mShootable.OnFireProjectile.RemoveListener(networkAnimal.SpawnProjectileOnOtherClients);
mShootable.OnFireProjectile.RemoveListener(DestroyProjectile);
}
private void OnEquiped(Transform arg0)
{
networkAnimal = GetComponentInParent<NetworkAnimal>();
if (networkAnimal == null) return;
if (networkAnimal.IsOwner)
{
displayTrajectory.enabled = true;
mShootable.Enabled = true;
}
else
{
mShootable.Enabled = false;
}
if (mShootable != null)
{
Debug.Log("MShootable component found. Subscribing to events.");
// Subscribe to the OnFireProjectile event of MShootable
if (networkAnimal.IsOwner)
{
//Only the owner should spawn the projectile on other clients
mShootable.OnFireProjectile.AddListener(networkAnimal.SpawnProjectileOnOtherClients);
}
else
{
//Destroy any projectile that is fired by other clients but triggered by this client
mShootable.OnFireProjectile.AddListener(DestroyProjectile);
}
}
else
{
Debug.LogError("MShootable component not found on the same GameObject.");
}
}
private void DestroyProjectile(GameObject arg0)
{
Destroy(arg0);
}
// Make sure to clean up the event subscription when the object is destroyed
private void OnDestroy()
{
if (networkAnimal == null) return;
Debug.Log("OnDestroy method called.");
if (mShootable != null)
{
mShootable.OnFireProjectile.RemoveListener(networkAnimal.SpawnProjectileOnOtherClients);
mShootable.OnFireProjectile.RemoveListener(DestroyProjectile);
}
}
}
}