[RCC(12)] static GameObject _Receive_CreatePlayerCharacter (GameObject prefab, Vector3 pos, Quaternion rot, string unitName, int gun1, int gun2, int gad1, int gad2)
{
_SaveLog("NETWORK", "NETWORK: Received creation of player character - " + unitName);
//Cria personagem na tela
GameObject objCreated = (GameObject) Instantiate(prefab, pos, rot);
objCreated.name = unitName;
//Pega script e cria arma para ele
_CharacterPlayerController playerScript = objCreated.GetComponent<_CharacterPlayerController>();
//Pega items a dar para jogador
_ItemData playerGun1Weapon = _ItemsManager.Instance._itemsList[gun1];
_ItemData playerGun2Weapon = _ItemsManager.Instance._itemsList[gun2];
_ItemData itemExtra1 = _ItemsManager.Instance._itemsList[gad1];
_ItemData itemExtra2 = _ItemsManager.Instance._itemsList[gad2];
_CharacterData tempPlayer
= new _CharacterData
(); tempPlayer = Instance._networkProfileActive._soldiersList[0];
//CHECA ERROS
if (tempPlayer._alias == "")
{
_SaveLog("NETWORK", "ERROR: character to create NOT FOUND", 1);
return objCreated;
}
//Seta jogador local
playerScript._PrepareForStartLocal(tempPlayer, playerGun1Weapon, playerGun2Weapon, itemExtra1, itemExtra2);
//Seta armas do HUD
_MissionSceneManager.Instance._guiPlayerHUD_panelPrimary.sprite = _MissionSceneManager.Instance._itemSprites[(int)playerScript._characterData._weaponPrimary];
_MissionSceneManager.Instance._guiPlayerHUD_panelSecondary.sprite = _MissionSceneManager.Instance._itemSprites[(int)playerScript._characterData._weaponSecondary];
//AVISA EVENTOS
_MissionSceneManager.Instance._CallPlayerCreated();
//Reseta inputs
Input.ResetInputAxes();
//Debug
_SaveLog("NETWORK", "ONLINE Local player character created!");
return objCreated;
}