Example #1
0
    private void Update()
    {
        // if player is online but NOT associated with the machine running this
        if (GeneralMethods.IsNetworkConnectedButNotLocalClient(netIdentity))
        {
            // DONT continue code
            return;
        }

        if (Input.GetKeyDown(KeyCode.H))
        {
            //GameStateModeTransitionEvent.Trigger(GameStateMode.VisualNovel, ActionProgressType.Started);
            ReturnToHavenEvent.Trigger();
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            PartyWipeEvent.Trigger();
        }

        /*if (Input.GetKeyDown(KeyCode.N))
         * {
         *  Debug.Log("((NetworkManagerCustom)NetworkManager.singleton).numPlayers = " +
         *      ((NetworkManagerCustom)NetworkManager.singleton).numPlayers);
         * }
         * if (Input.GetKeyDown(KeyCode.M))
         * {
         *  Debug.Log("((NetworkManagerCustom)NetworkManager.singleton).connectedPlayers.Count = " +
         *      ((NetworkManagerCustom)NetworkManager.singleton).connectedPlayers.Count);
         * }*/
    }
Example #2
0
    private IEnumerator ProcessPlayerDeathInternal()
    {
        // positions the camera to the appropriate death position
        PutCameraInDeathPosition();

        // wait the appropriate amount of time till death dialogue should kick in
        yield return(new WaitForSeconds(2f));

        // trigger event to denote that party has wiped
        PartyWipeEvent.Trigger();
    }