public void CreateYourBlackClientNinja(Vector3 blackNinjaPosition) { Debug.Log("WE ARE CREATING A BLACK CLIENT NINJA...."); const bool instantiateOnNetwork = true; localNinja = CreateNinja(NinjaBehaviour.NinjaColor.Black, blackNinjaPosition, instantiateOnNetwork); }
public void Initialize(NinjaBehaviour.NinjaColor ninjaColor, bool useNetwork) { this.noNetwork = !useNetwork; this.color = ninjaColor; this.health = maxHealth; this.score = 0; }
private NinjaLevel LoadSomeLevel(GameObject originalLevel, bool instantiateOnNetwork) { if (instantiateOnNetwork) { if (Network.peerType == NetworkPeerType.Server) { level = FlexiInstantiate <NinjaLevel>(originalLevel, new Vector3(0, 0, 0), Quaternion.identity, instantiateOnNetwork); mainCamera.transform.position = level.cameraPosition; } } else { level = FlexiInstantiate <NinjaLevel>(originalLevel, new Vector3(0, 0, 0), Quaternion.identity, instantiateOnNetwork); mainCamera.transform.position = level.cameraPosition; localNinja = CreateNinja(NinjaBehaviour.NinjaColor.White, level.whiteNinjaPosition, instantiateOnNetwork); CreateNinja(NinjaBehaviour.NinjaColor.Black, level.blackNinjaPosition, instantiateOnNetwork); } //Set global game state to fighting GetComponent <GlobalGameState>().SetFightingState(); ((GameHUD)FindObjectOfType(typeof(GameHUD))).showMe = true; return(level); }
private NinjaBehaviour CreateNinja(NinjaBehaviour.NinjaColor color, Vector3 position, bool instantiateOnNetwork) { Debug.Log("Creating " + color + " local"); NinjaBehaviour ninja = FlexiInstantiate <NinjaBehaviour>(ninjaCharacter, position, Quaternion.identity, instantiateOnNetwork); ninja.Initialize(color, instantiateOnNetwork); GetComponent <GlobalGameState>().SetFightingState(); return(ninja); }
void Start() { ninjaBehaviour = GetComponent<NinjaBehaviour>(); ninjaWalker = GetComponent<FPSNinjaWalker>(); meshRenderer = GetComponentInChildren<MeshRenderer>(); if (meshRenderer != null) { defaultMaterial = meshRenderer.material; } }
void Start() { ninjaBehaviour = GetComponent <NinjaBehaviour>(); ninjaWalker = GetComponent <FPSNinjaWalker>(); meshRenderer = GetComponentInChildren <MeshRenderer>(); if (meshRenderer != null) { defaultMaterial = meshRenderer.material; } }
public void OnPlayerConnected(NetworkPlayer player) { if (localNinja != null) { //Ninjas already instantiated: ServerRespawnGame(); return; } const bool instantiateOnNetwork = true; localNinja = CreateNinja(NinjaBehaviour.NinjaColor.White, level.whiteNinjaPosition, instantiateOnNetwork); networkView.RPC("CreateYourBlackClientNinja", RPCMode.Others, level.blackNinjaPosition); }
public void SetScore(NinjaBehaviour.NinjaColor color, int score) { switch(color) { case NinjaBehaviour.NinjaColor.Black: whiteScore = score; break; case NinjaBehaviour.NinjaColor.White: blackScore = score; break; } }
public void SetHealth(NinjaBehaviour.NinjaColor color, int health) { switch(color) { case NinjaBehaviour.NinjaColor.Black: blackHealth = health*10; break; case NinjaBehaviour.NinjaColor.White: whiteHealth = health*10; break; } }
public void Start() { ninjaBehaviour = GetComponent <NinjaBehaviour>(); pokerAnimation = GetComponentInChildren <NinjaPokerAnimation>(); }
// Start is called before the first frame update void Start() { controller = GetComponent <CharacterController>(); ninja = FindObjectOfType <NinjaBehaviour>(); }
public void Start() { ninjaBehaviour = GetComponent<NinjaBehaviour>(); pokerAnimation = GetComponentInChildren<NinjaPokerAnimation>(); }