Example #1
0
 private void LemmingDie(LemmingStateController lemming)
 {
     if (isServer)
     {
         RpcLemmingDie(lemming.GetComponent <NetworkIdentity>());
     }
 }
Example #2
0
    //Assign Skills
    public bool assignSkill(LemmingStateController lemming)
    {
        if (skillsCounter[selectedSkill] <= 0)
        {
            return(false);
        }

        if (selectedSkill == Skill.Blocker)
        {
            blockerSelector.AttachToSomeone(lemming);
            isWaitingForBlockerConfirmation = true;
            return(false);
        }

        var localNetworkPlayer = LNetworkPlayer.LocalInstance;

        if (localNetworkPlayer == null)
        {
            Debug.LogError("no netowrk player");
            return(false);
        }

        localNetworkPlayer.CmdGiveSkill(lemming.GetComponent <NetworkIdentity>(), selectedSkill, lemming.transform.position);

        /* todo: give skill used to return false when trying to give skills and failed.
         *      With networked game, we need to change it to create skill given and skill failed events.
         */

        skillsCounter[selectedSkill]--;
        selectedSkill = Skill.None;
        GameEvents.Lemmings.LemmingUsedSkill.SafeInvoke(lemming);

        return(true);
    }
Example #3
0
 private void LemmingExit(LemmingStateController lemming)
 {
     Debug.Log("triggered local lemming exit");
     if (isServer)
     {
         Debug.Log("server triggered local lemming exit");
         RpcLemmingExit(lemming.GetComponent <NetworkIdentity>());
     }
 }