public void sendFeedBackSkills(GameManager.Characters typeCharacter, int skillIndex, float active) { foreach (Player player in _playersInChimera) { _photonView.RPC(RECIVE_FEEDBACK_SKILL, player, typeCharacter, skillIndex, active); } }
public void sendMovementArrows(Vector2 direction, GameManager.Characters playerType) { foreach (Player player in _playersInChimera) { _photonView.RPC(RECIVE_MOVEMENT_ARROW, player, direction, playerType); } }
//le envía a la chimera que yo disparé public void pushSendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int playerID) { FusionTrigger fusiontrigger = GetComponent <FusionTrigger>(); fusiontrigger.CurrentChimeraParent.GetComponent <PhotonChimeraMultiplayerController>().sendFeedBackSkills(typeCharacter, (int)skillIndex, pressValue); _photonView.RPC(SEND_SKILL, RpcTarget.All, typeCharacter, pressValue, skillIndex, playerID); }
public void sendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int ID) { setInputSkillArrays(pressValue, skillIndex, ID, typeCharacter); return; //Ver chimera type para saber qué orden de la Skill Mandar List <GameManager.Characters> chimeraTypes = GetComponent <ChimeraTypes>()._types; for (int i = 0; i < chimeraTypes.Count; i++) { if (chimeraTypes[i] == typeCharacter) { indexSkill(i, pressValue, skillIndex); break; } } }
private int setCharacterToSpawn(GameManager.Characters _charSet) { switch (_charSet) { case GameManager.Characters.TANK: return(0); case GameManager.Characters.MAGE: return(1); case GameManager.Characters.DRUID: return(2); case GameManager.Characters.ASSASIN: return(3); default: return(0); } }
public void setSkillFeedback(GameManager.Characters typeCharacter, int skillIndex, float active) { if (generalInputFeedBack != null) { ChimeraSkillFeedBack chimeraGeneralSkillFeedBack = generalInputFeedBack.GetComponent <ChimeraSkillFeedBack>(); chimeraGeneralSkillFeedBack.gameObject.SetActive(true); chimeraGeneralSkillFeedBack.setSkill(active, skillIndex, _inputSkillReadingTime); } if (inputFeedBack.Count > 0) { foreach (var arrow in inputFeedBack) { ChimeraSkillFeedBack chimeraSkillFeedBack = arrow.GetComponent <ChimeraSkillFeedBack>(); if (chimeraSkillFeedBack.CharacterType == typeCharacter) { chimeraSkillFeedBack.gameObject.SetActive(true); chimeraSkillFeedBack.setSkill(active, skillIndex, _inputSkillReadingTime); } } } }
private void setInputSkillArrays(float pressValue, float skillIndex, int ID, GameManager.Characters _characteryType) { switch (skillIndex) { case 1: setArrayValue(pressValue, ID, _inputSkill1, 1, _characteryType); break; case 2: setArrayValue(pressValue, ID, _inputSkill2, 2, _characteryType); break; case 3: setArrayValue(pressValue, ID, _inputSkill3, 3, _characteryType); break; case 4: setArrayValue(pressValue, ID, _inputSkill4, 4, _characteryType); break; default: break; } }
public void pullSendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int playerID) { FusionTrigger fusiontrigger = GetComponent <FusionTrigger>(); fusiontrigger.CurrentChimeraParent.GetComponent <ChimeraSkillsController>().sendSkill(typeCharacter, pressValue, skillIndex, playerID); }
private void setArrayValue(float pressValue, int ID, InputSkill[] inputSkill, int skillIndex, GameManager.Characters characterType) { if (pressValue == 1)//Pressed { //hacer true al instante Debug.Log("Set array value index: " + skillIndex); if (ID <= inputSkill.Length - 1) { if (inputSkill[ID] != null) { Debug.Log("INPUT SKILL VACIO: " + false); } else { Debug.Log("INPUT SKILL VACIO: " + true); } inputSkill[ID]._state = true; inputSkill[ID]._currentCooldown = _inputSkillReadingTime; } } else if (pressValue == 0)//Released { //esperar un tiempo para hacer false //inputSkill[ID]._state = false; } }
public void sendMovement(Vector2 movement, int id, GameManager.Characters type) { Debug.Log("LO QUE SEA"); _chimeraController.sendMovement(movement, id, type); }
public void pushsendMovement(Vector2 movement, int id, GameManager.Characters type) { Debug.Log("id " + id + " movemente " + movement + "tamaño del array de playes " + _playersInChimera.Count); _photonView.RPC(SEND_MOVEMENT, RpcTarget.MasterClient, movement, id, type); sendMovementArrows(movement, type); }
public void reciveFeedBackSkills(GameManager.Characters typeCharacter, int skillIndex, float active) { _chimeraSkills.setSkillFeedback(typeCharacter, skillIndex, active); }
public void reciveMovementArrows(Vector2 direction, GameManager.Characters playerType) { _chimeraController.setArrows(direction, playerType); }