public IEnumerator FDay() { if (disconnectplayer == false) { while (sec != 0) { yield return(new WaitForSeconds(0.03f)); Networktransform.SetDirtyBit(1); Vector3 v = transform.position; if (addmove == 1) { if (disconnectplayer == false) { CmdMoveWorm(); addmove = 2; } } transform.Translate(mDirection); CmdTranslate(v); sec = sec + 1; sec++; } } else { yield return(new WaitForSeconds(0.03f)); } }
void FixedUpdate() { if (!isLocalPlayer) { return; } netTrans.SetDirtyBit(~0u); }
public void ResetStrategy() { if (strategy == StrategyController.ALWAYS_SYNC) { trans.sendInterval = sc.STATE_INTERVAL; trans.transformSyncMode = NetworkTransform.TransformSyncMode.SyncRigidbody3D; } else if (strategy == StrategyController.NON_SYNC) { trans.sendInterval = 0; trans.transformSyncMode = NetworkTransform.TransformSyncMode.SyncNone; } else if (strategy == StrategyController.SYNC_ON_COLLIDE) { trans.sendInterval = 0; trans.transformSyncMode = NetworkTransform.TransformSyncMode.SyncRigidbody3D; trans.SetDirtyBit(1); } else { trans.sendInterval = 0; trans.transformSyncMode = NetworkTransform.TransformSyncMode.SyncRigidbody3D; trans.SetDirtyBit(1); status = GRAVATIONAL; collide_counter = 0; head = 0; for (int i = 0; i < STORE_N_STATE; ++i) { stored_state [i] = false; } } }
void OnTriggerEnter2D(Collider2D collision) { //we collide so we dirty the NetworkTransform to sync it on clients. networkTransform.SetDirtyBit(1); if (collision.gameObject.tag == "Player") { NetworkPlayer p = collision.gameObject.GetComponent <NetworkPlayer>(); p.Kill(); } }
void OnCollisionEnter(Collision collision) { //we collide so we dirty the NetworkTrasnform to sync it on clients. _netTransform.SetDirtyBit(1); if (collision.gameObject.tag == "Fire") { NetworkSpaceshipBullet bullet = collision.gameObject.GetComponent <NetworkSpaceshipBullet>(); bullet.owner.score += level; Explode(); } else if (collision.gameObject.tag == "Player") {//we collided with the player, destroy it. NetworkSpaceship ship = collision.gameObject.GetComponent <NetworkSpaceship>(); ship.Kill(); Explode(); } }
void OnCollisionExit(Collision col) { Transforms.SetDirtyBit(1); if (col.gameObject.tag == "w") { int[] randX; randX = new int[29]; for (int i = 0; i < 29; i++) { randX[i] = i - 14; } int[] randY; randY = new int[15]; for (int j = 0; j < 15; j++) { randY[j] = j - 7; } Vector3 rp = new Vector3(randX[Random.Range(0, randX.Length)], randY[Random.Range(0, randY.Length)], 0); transform.position = rp; } }
void OnTriggerEnter(Collider collider) { if (isDestroyed) { return; } //we collide so we dirty the NetworkTrasnform to sync it on clients. netTransform.SetDirtyBit(1); if (collider.gameObject.tag == "Player") { //we collided with the player, they have collected me . NetworkPlayerRobot robot = collider.gameObject.GetComponent <NetworkPlayerRobot>(); robot.score += scoreValue; if (isPowerUp) { robot.ServerPowerUp(true); } collectibleCollider.enabled = false; Collected(); } }