using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class HealthPack : NetworkBehaviour {
[SyncVar(hook = "OnVisibleChanged")]
bool visible;
public override void OnStartServer ()
{
visible = true;
}
public override void OnStartClient ()
{
OnVisibleChanged(visible);
}
[ServerCallback]
void OnTriggerEnter(Collider other)
{
StartCoroutine(handlePickup());
other.GetComponent<HealthAndDamage>().health += 10;
}
[Server]
IEnumerator handlePickup()
{
visible = false;
yield return new WaitForSeconds(15);
visible = true;
}
void OnVisibleChanged(bool newValue)
{
GetComponent<Renderer>().enabled = newValue;
GetComponent<Collider>().enabled = newValue;
}
}