Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (myPV.IsMine && gameSetup.roundFinished == false)
        {
            if (Input.GetKeyDown(KeyCode.J))
            {
                // term.Decrease();
                Collider2D[] collider2DArray = Physics2D.OverlapCircleAll(playerTransform.position, interactRadius);
                foreach (Collider2D collider2D in collider2DArray)
                {
                    TermSetActive term = collider2D.GetComponent <TermSetActive>();

                    if (term != null)
                    {
                        // term.Decrease();
                        gameSetup.Sell(term.symbol);
                    }
                    // PhotonView pView = collider2D.GetComponent<PhotonView>();
                    // if (pView != null && term != null)
                    // {
                    //     pView.RPC("Decrease", RpcTarget.All);
                    // }
                }
            }
            if (Input.GetKeyDown(KeyCode.I))
            {
                // term.Increase();
                Collider2D[] collider2DArray = Physics2D.OverlapCircleAll(playerTransform.position, interactRadius);
                foreach (Collider2D collider2D in collider2DArray)
                {
                    TermSetActive term = collider2D.GetComponent <TermSetActive>();
                    if (term != null)
                    {
                        // term.Increase();
                        gameSetup.Buy(term.symbol);
                    }

                    // PhotonView pView = collider2D.GetComponent<PhotonView>();
                    // if (pView != null && term != null)
                    // {
                    //     pView.RPC("Increase", RpcTarget.All);
                    // }
                }
            }
        }
    }
Beispiel #2
0
 // [PunRPC]
 public void Decrease()
 {
     // value -= 100;
     gameSetup.Sell(symbol);
 }