// Use this for initialization void Start() { netID = GetComponent <NetworkIdentity>(); onb = GetComponent <OnGrabbedBehaviour>(); requestAuth = new List <NetworkConnection>(); releaseAuth = new List <NetworkConnection>(); }
// Use this for initialization void Start() { if ((localPlayer = GameObject.FindGameObjectWithTag("vive")) != null) { Transform tr = null; if ((tr = localPlayer.transform.Find("Player")) != null) { localActor = tr.gameObject.GetComponent <Actor>(); } } if ((localPlayer = GameObject.FindGameObjectWithTag("leap")) != null) { Transform tr = null; if ((tr = localPlayer.transform.Find("Player")) != null) { localActor = tr.gameObject.GetComponent <Actor>(); } } if ((netID = GetComponent <NetworkIdentity>()) == null) { Debug.LogError("netID is NULL in AuthorityManager"); } if ((onb = GetComponent <OnGrabbedBehaviour>()) == null) { Debug.LogError("onb is NULL in AuthorityManager"); } if ((onGrabbedBehaviour = GetComponent <OnGrabbedBehaviour>()) == null) { Debug.LogError("onGrabbedBehaviour is NULL in OnGrabbedBehaviour"); } }
OnGrabbedBehaviour onb; // component defining the behaviour of this GO when it is grabbed by a player // this component can implement different functionality for different GO´s //*************************************************************************************************** // these variables should be set up on the server // TODO: implement a mechanism for storing consequent authority requests from different clients // e.g. manage a situation where a client requests authority over an object that is currently being manipulated by another client //***************************************************************************************************** // TODO: avoid sending two or more consecutive RemoveClientAuthority or AssignClientAUthority commands for the same client and shared object // a mechanism preventing such situations can be implemented either on the client or on the server // Use this for initialization void Start() { netID = this.gameObject.GetComponent <NetworkIdentity>(); onb = this.gameObject.AddComponent <OnGrabbedBehaviour>(); }