The code:
public void SetHit(float damage){
photonView.RPC("SetHitRPC",PhotonTargets.All,damage);
}
[PunRPC]
void SetHitRPC(float damage,PhotonMessageInfo info){
if(this.photonView.isMine){
Debug.Log("SetHit");
if(health > 0){
health -= damage;
mk_UIController.healthText.text = health.ToString();
}
if(health <= 0){
health = 0;
if(onDeath != null){
onDeath("Test");//info.sender.NickName
}
if(onRespawn != null){
onRespawn(5.0f);
}
Debug.Log("SetHitRPC");
StartCoroutine(DestroyPlayerCor());
}
}
}
IEnumerator DestroyPlayerCor(){
yield return new WaitForSeconds(2.0f);
Debug.Log("death");
PhotonNetwork.Destroy(gameObject);
}
public void SetHit(float damage){
photonView.RPC("SetHitRPC",PhotonTargets.All,damage);
}
[PunRPC]
void SetHitRPC(float damage,PhotonMessageInfo info){
if(this.photonView.isMine){
Debug.Log("SetHit");
if(health > 0){
health -= damage;
mk_UIController.healthText.text = health.ToString();
}
if(health <= 0){
health = 0;
if(onDeath != null){
onDeath("Test");//info.sender.NickName
}
if(onRespawn != null){
onRespawn(5.0f);
}
Debug.Log("SetHitRPC");
StartCoroutine(DestroyPlayerCor());
}
}
}
IEnumerator DestroyPlayerCor(){
yield return new WaitForSeconds(2.0f);
Debug.Log("death");
PhotonNetwork.Destroy(gameObject);
}