public override void SimulateOwner() { var speed = 40f; var movement = Vector3.zero; if (Input.GetKey(KeyCode.W)) { movement.z += 10; } if (Input.GetKey(KeyCode.S)) { movement.z -= 10; } if (Input.GetKey(KeyCode.A)) { movement.x -= 10; } if (Input.GetKey(KeyCode.D)) { movement.x += 10; } if (movement != Vector3.zero) { transform.position = transform.position + (movement.normalized * speed * BoltNetwork.FrameDeltaTime); } if (Input.GetKeyDown(KeyCode.F)) { var flash = FlashColorEvent.Create(entity); flash.FlashColor = Color.red; flash.Send(); } }
public override void SimulateOwner() { var speed = 4f; var movement = Vector3.zero; // movement if (Input.GetKey(KeyCode.W)) { movement.z += 1; } if (Input.GetKey(KeyCode.S)) { movement.z -= 1; } if (Input.GetKey(KeyCode.A)) { movement.x -= 1; } if (Input.GetKey(KeyCode.D)) { movement.x += 1; } // input for weapon selection if (Input.GetKeyDown(KeyCode.Alpha0)) { state.WeaponActiveIndex = -1; } if (Input.GetKeyDown(KeyCode.Alpha1)) { state.WeaponActiveIndex = 0; } if (Input.GetKeyDown(KeyCode.Alpha2)) { state.WeaponActiveIndex = 1; } if (Input.GetKeyDown(KeyCode.Alpha3)) { state.WeaponActiveIndex = 2; } // cube flashing input if (Input.GetKeyDown(KeyCode.F)) { var flash = FlashColorEvent.Create(entity); flash.FlashColor = Color.red; flash.Send(); } // actual transform movement if (movement != Vector3.zero) { transform.position = transform.position + (movement.normalized * speed * BoltNetwork.frameDeltaTime); } }
//Entity event prend 1 parametre, sert a faire du feedback, jouer une explosion, etc public override void OnEvent(FlashColorEvent evnt) { resetColorTime = Time.time + 0.2f; renderer.material.color = evnt.FlashColor; }
public override void OnEvent(FlashColorEvent evnt) { resetColorTime = Time.time + 0.2f; GetComponent <Renderer>().material.color = evnt.FlashColor; }