// try and setup our character, if we hit an error we set it to false //TODO: Find a way to stop it from checking whilst in main menu/lobby menu private static void GetCharacter() { try { LocalNetworkUser = null; foreach (NetworkUser readOnlyInstance in NetworkUser.readOnlyInstancesList) { //localplayer == you! if (readOnlyInstance.isLocalPlayer) { LocalNetworkUser = readOnlyInstance; LocalPlayer = LocalNetworkUser.master; LocalPlayerInv = LocalPlayer.GetComponent <Inventory>(); LocalHealth = LocalPlayer.GetBody().GetComponent <HealthComponent>(); LocalSkills = LocalPlayer.GetBody().GetComponent <SkillLocator>(); if (LocalHealth.alive) { _CharacterCollected = true; } else { _CharacterCollected = false; } } } } catch (Exception e) { _CharacterCollected = false; } }
private static void HandleResetSkills(NetworkMessage netMsg) { GameObject gameObject = netMsg.reader.ReadGameObject(); if (!NetworkServer.active && gameObject) { SkillLocator component = gameObject.GetComponent <SkillLocator>(); if (component) { component.ResetSkills(); } } }
private static void HandleAmmoPackPickup(NetworkMessage netMsg) { GameObject gameObject = netMsg.reader.ReadGameObject(); if (!NetworkServer.active && gameObject) { SkillLocator component = gameObject.GetComponent <SkillLocator>(); if (component) { component.ApplyAmmoPack(); } } }
// Token: 0x06000B1E RID: 2846 RVA: 0x0003738C File Offset: 0x0003558C private void OnTriggerStay(Collider other) { if (NetworkServer.active && this.alive && TeamComponent.GetObjectTeam(other.gameObject) == this.teamFilter.teamIndex) { SkillLocator component = other.GetComponent <SkillLocator>(); if (component) { this.alive = false; component.ApplyAmmoPack(); EffectManager.instance.SimpleEffect(this.pickupEffect, base.transform.position, Quaternion.identity, true); UnityEngine.Object.Destroy(this.baseObject); } } }