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using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
public class SymbolObject : NetworkBehaviour
{
public void OnSelect()
{
Destroy_ServerRpc();
}
[ServerRpc(RequireOwnership = false)]
private void Destroy_ServerRpc()
{
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
// Instead, just deactivate the object, and it will be cleaned up once the NetworkManager is destroyed.
// (If object pooling, this is where to instead return it to the pool.)
this.transform.localPosition = Vector3.down * 500;
// TODO: Visually disappear immediately.
}
}
}