public void Respond()
 {
     NetworkClientUI.SendRespond(0);
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().alpha          = 1;
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().blocksRaycasts = true;
     SceneManager.UnloadSceneAsync("Splitting Fall");
 }
 public void Respond(float time)
 {
     NetworkClientUI.SendRespond(time);
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().alpha          = 1;
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().blocksRaycasts = true;
     SceneManager.UnloadSceneAsync("Rifleshot");
     gameObject.SetActive(false);
 }
 public void Click()
 {
     x++;
     if (x >= limit)
     {
         if (isUseRespond)
         {
             NetworkClientUI.SendRespond(0);
         }
         GetComponent <Destroy>().DestroyButton2();
     }
 }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        accelDir = Input.acceleration;

        if (NetworkClientUI.inGame)
        {
            if (vtpy.name == "Knight")
            {
                if (accelDir.sqrMagnitude >= 4.5f)
                {
                    NetworkClientUI.SendRespond(0);
                    vtpy.GetComponent <Healthpoint>().dbf = true;
                }
                else
                {
                    NetworkClientUI.SendRespond(-1);
                    vtpy.GetComponent <Healthpoint>().dbf = false;
                }
            }
        }
    }