public void PlaceDownGuardedTile(Bolt.PrefabId EntityToSpawn) { if (AreaEntity == null && !CheckForPlacements()) // if there is nothing currently occupying this area, place down trap. { ToggleAreaEntity(false); // successfully placed down trap; Debug.LogWarning(transform.parent.name); AreaEntity = BoltNetwork.Instantiate(EntityToSpawn, GuardedHologram.transform.position, new Quaternion(0, 0, 0, 0)).gameObject; } }
public bool PlaceDownTrap(Bolt.PrefabId EntityToSpawn) { if (AreaEntity == null && !CheckForPlacements()) // if there is nothing currently occupying this area, place down trap. { ToggleAreaEntity(false); // successfully placed down trap; AreaEntity = BoltNetwork.Instantiate(EntityToSpawn, TrapHollogram.transform.position, Quaternion.identity).gameObject; return(true); } return(false); }
public void SelectCar(string caryboi) { if (caryboi == "Lamborghini") { car = BoltPrefabs.Lame_bo_gi_9; } else { car = BoltPrefabs.CityGoUI; } }
public Quaternion GetitemRotation(Bolt.PrefabId item) { if (item == BoltPrefabs.Hammer_ItemBlock_Final) { return(Quaternion.Euler(22.383f, 0, 0)); } if (item == BoltPrefabs.Shield_ItemBlock) { return(Quaternion.Euler(-90, 0, 0)); } else { return(Quaternion.Euler(0, 0, 0)); } }
/// <summary> /// Spawns a player prefab with the given actor token. /// </summary> /// <param name="prefab"></param> /// <param name="token"></param> public void Spawn(Bolt.PrefabId prefab, ActorSpawnToken token) { if (!actor) { //actor = BoltNetwork.Instantiate(BoltPrefabs.Player, token); //actor = BoltNetwork.Instantiate(token.actorPrefab, token, token.actorPos, Quaternion.identity); actor = BoltNetwork.Instantiate(prefab, token, token.actorPos, Quaternion.identity); } // Server takes control of the char it spawns; // client is GIVEN control of the char it spawns. if (isServer) { Debug.Log("Server taking control of " + actor.prefabId); actor.TakeControl(); } else { BoltConsole.Write("Server has NOT taken control of the actor."); } }
public void InitializeItem(string ItemID) // initialize only weapons and traps { if (entity.IsOwner) { if (PlayerInventory == null) { PlayerInventory = FindObjectOfType <Inventory>(); } PlayerInventory.InitializeInventory(ItemID); Bolt.PrefabId ItemPrefab = c_Item_Types.GetItem(ItemID); var Entity = BoltNetwork.Instantiate(ItemPrefab, Hammer.position, Hammer.rotation); state.Weapon = Entity; // reference for the weapon. state.WeaponIndex = ItemID; Entity.transform.SetParent(SetWeaponParent()); // spawn under the hammer to copy its animation. Entity.transform.localPosition = Vector3.zero; // varies from item to item. Entity.transform.localRotation = new Quaternion(0, 0, 0, 0); if (ItemID == "2.1") { var trap = Entity.GetComponent <TrapAttack>(); trap.InitializeTrapSystem(GetComponentInParent <Bolt_PlayerController>().GetGroundCheckTransform(), this); trap.InitializeUI(this); } else if (ItemID == "1.1" | ItemID == "1.3") { var wep = Entity.GetComponent <WeaponAttack>(); wep.InitializeUI(this); } /* * var evnt = GetWeaponEvent.Create(); * evnt.Weapon = Entity; * evnt.PlayerEntity = GetComponentInParent<BoltEntity>(); * evnt.Send(); */ } }
void SendBulletFiredEvent(BoltEntity a_playerFiringEntity, Vector3 a_startPos, Vector3 a_endPos, Bolt.PrefabId a_bulletTrailPrefabId) { var myEvent = PlayerHitscanFiredEvent.Create(a_playerFiringEntity, Bolt.EntityTargets.EveryoneExceptController); myEvent.WeaponOwner = weaponOwner.entity; myEvent.BulletStartPos = a_startPos; myEvent.BulletEndPos = a_endPos; myEvent.BulletTrailPrefabId = a_bulletTrailPrefabId; myEvent.FiringSoundName = firingSound.name; myEvent.MuzzleFlashEffectName = muzzleFlashTPP.name; myEvent.Send(); }