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using Photon.Pun;
using UnityEngine;
public class ProjectileInit : MonoBehaviour
{
private Gun[] guns;
[PunRPC]
internal void RPCA_Init(int senderID, int nrOfProj, float dmgM, float randomSeed)
{
PlayerManager.instance.GetPlayerWithActorID(senderID).data.weaponHandler.gun.BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed);
}
internal void OFFLINE_Init(int senderID, int nrOfProj, float dmgM, float randomSeed)
{
PlayerManager.instance.players[senderID].data.weaponHandler.gun.BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed);
}
[PunRPC]
internal void RPCA_Init_SeparateGun(int senderID, int gunID, int nrOfProj, float dmgM, float randomSeed)
{
GetChildGunWithID(gunID, PlayerManager.instance.GetPlayerWithActorID(senderID).gameObject).BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed);
}
internal void OFFLINE_Init_SeparateGun(int senderID, int gunID, int nrOfProj, float dmgM, float randomSeed)
{
GetChildGunWithID(gunID, PlayerManager.instance.players[senderID].gameObject).BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed);
}
private Gun GetChildGunWithID(int id, GameObject player)
{
if (guns == null)
{
guns = player.GetComponentsInChildren<Gun>();
}
return guns[id];
}
[PunRPC]
internal void RPCA_Init_noAmmoUse(int senderID, int nrOfProj, float dmgM, float randomSeed)
{
PlayerManager.instance.GetPlayerWithActorID(senderID).data.weaponHandler.gun.BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed, useAmmo: false);
}
internal void OFFLINE_Init_noAmmoUse(int senderID, int nrOfProj, float dmgM, float randomSeed)
{
PlayerManager.instance.players[senderID].data.weaponHandler.gun.BulletInit(base.gameObject, nrOfProj, dmgM, randomSeed, useAmmo: false);
}
}
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