public override void OnStartServer() { timer = interval; rtsPlayer = connectionToClient.identity.GetComponent <RtsPlayer>(); health.ServerOnDie += ServerHandleDie; GameOverHandler.ServerOnGameOver += ServerHandleGameOver; }
private void Update() { if (!rtsPlayer) { rtsPlayer = NetworkClient.connection.identity.GetComponent <RtsPlayer>(); } if (!buildingPreviewInstance) { return; } UpdateBuildingPreview(); }
private void Update() { if (rtsPlayer) { return; } rtsPlayer = NetworkClient.connection.identity.GetComponent <RtsPlayer>(); if (!rtsPlayer) { return; } ClientHandleResourcesUpdated(rtsPlayer.GetResources()); rtsPlayer.ClientOnResourcesUpdated += ClientHandleResourcesUpdated; }
private void CmdSpawnUnit() { if (queuedUnits == maxUnitQueue) { return; } rtsPlayer = connectionToClient.identity.GetComponent <RtsPlayer>(); int resources = rtsPlayer.GetResources(); if (resources < unitPrefab.GetResourceCost()) { return; } queuedUnits++; rtsPlayer.SetResources(rtsPlayer.GetResources() - unitPrefab.GetResourceCost()); }
void Update() { if (rtsPlayer == null) { rtsPlayer = NetworkClient.connection.identity.GetComponent <RtsPlayer>(); } if (Mouse.current.leftButton.wasPressedThisFrame)// TODO need to add logic not to deselect selected unit when pressing on it { //start selection area for multi select StartSelectionArea(); } else if (Mouse.current.leftButton.wasReleasedThisFrame) { ClearSelectionArea(); } else if (Mouse.current.leftButton.isPressed) { UpdateSelectionArea(); } }
private void Update() { if (!rtsPlayer) { rtsPlayer = NetworkClient.connection.identity.GetComponent <RtsPlayer>(); } if (Mouse.current.leftButton.wasPressedThisFrame) { // reset units to be ready for reselecting when the left button is raised StartSelectionArea(); } else if (Mouse.current.leftButton.IsPressed()) { UpdateSelectionArea(); } else if (Mouse.current.leftButton.wasReleasedThisFrame) { // get units and add to list of selectedUnits ClearSelectionArea(); } }