private void OnTriggerExit(Collider other) { if (other.gameObject == PlayersList.GetMyPlayer()) { UseBtn.interactable = false; } }
void Start() { myplayer = PlayersList.GetMyPlayer(); killtrigger = myplayer.GetComponent <KillTrigger>(); reportTrigger = myplayer.GetComponent <ReportTrigger>(); ventTrigger = myplayer.GetComponent <VentTrigger>(); }
IEnumerator CR_Vent_In(GameObject _player, Vector3 target, float overTime) { //If I am Venting then disable movement. GameObject myPlayer = PlayersList.GetMyPlayer(); if (_player == myPlayer) { playerMovement.canMove = false; } // Move the player on top of the vent. float startTime = Time.time; Vector3 source = _player.transform.position; float distance = Vector3.Distance(source, target); if (!(distance > 0.349 && distance < 0.35)) { while (Time.time < startTime + overTime) { _player.transform.position = Vector3.Lerp(source, target, (Time.time - startTime) / overTime); yield return(null); } } _player.transform.position = target; // Play vent-in animation. //_player.GetComponentInChildren<Animator>().SetBool("vent", true); // Wait for the length of animations then hide the character. yield return(new WaitForSeconds(0.25f)); //Disable the sprite. _player.GetComponentInChildren <SpriteRenderer>().enabled = false; }
public void ExitTask(bool isComplete) { doingTask = false; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = true; VendingMachineVCam.gameObject.SetActive(false); TaskComplete = isComplete; }
private void OnTriggerExit(Collider other) { // Disable Use button if (other.gameObject == PlayersList.GetMyPlayer()) { taskManager.currentTask = null; crewmateHud.ToggleUseBtn(false); } }
private void OnTriggerStay(Collider other) { // Enable Use button if (other.gameObject == PlayersList.GetMyPlayer()) { taskManager.currentTask = gameObject; crewmateHud.ToggleUseBtn(true); } }
public void ExitTask(bool isComplete) { doingTask = false; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = true; TrashCanFreeLookCam.gameObject.SetActive(false); trashBagSpringJoint.GetComponent <SpringJoint>().spring = defaultSpringForce; TaskComplete = isComplete; }
public void TriggerTask() { if (!doingTask && !TaskComplete) { doingTask = true; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = false; VendingMachineVCam.gameObject.SetActive(true); StartCoroutine(AcceptClicks()); } else { doingTask = false; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = true; VendingMachineVCam.gameObject.SetActive(false); } }
public void TriggerTask() { if (!doingTask && !TaskComplete) { doingTask = true; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = false; TrashCanFreeLookCam.gameObject.SetActive(true); StartCoroutine(AcceptInput()); } else { doingTask = false; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = true; TrashCanFreeLookCam.gameObject.SetActive(false); } }
void GetRoles(Dictionary <string, string> _playersRole) { playersRole = _playersRole; string myname = PlayersList.GetMyPlayer().name; myrole = playersRole[myname]; //Reflect the role in UI if (myrole == IMPOSTER) { ShowImpostersHUD(); } else if (myrole == CREWMATE) { ShowCrewmatesHUD(); } }
public void OnClick_UseBtn() { //Show Color Picker Panel if (!open) { ColorPanel.SetActive(true); open = true; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = false; } else { ColorPanel.SetActive(false); open = false; PlayersList.GetMyPlayer().GetComponent <PlayerMovement>().canMove = true; } }
void Kill(string killersName, string targetsName) { GameObject target = PlayersList.GetPlayer(targetsName); GameObject killer = PlayersList.GetPlayer(killersName); // No Animations Yet :( //Animator targetsAnimator = target.GetComponentInChildren<Animator>(); //targetsAnimator.SetTrigger("dead"); // Disable SpriteRenderer only if i am not the target. if (target != PlayersList.GetMyPlayer()) { target.GetComponentInChildren <MeshRenderer>().enabled = false; // Set State of the target to dead if its not my player target.GetComponent <Player>().myState = Player.State.dead; } else { target.GetComponent <Player>().ThisPlayerDead(); } // Spawm DeadBody rename it to targets name. Vector3 offset = new Vector3(0, -0.3f, 0); GameObject deadbody = Instantiate(deadBodyPrefab, target.transform.position + offset, Quaternion.identity); deadbody.name = targetsName; // Show death animations here, if needed. // Change targets collider to trigger target.GetComponent <CapsuleCollider>().isTrigger = true; // Teleport killer to targets position killer.transform.position = target.transform.position; /** If u want to write a custom position synchronization script. * Might help: * https://doc.photonengine.com/en-us/pun/current/gameplay/synchronization-and-state * https://forum.photonengine.com/discussion/13140/teleport-like-abilities-while-using-photon-transform-view **/ }
void Start() { myPlayer = PlayersList.GetMyPlayer(); roleManager = FindObjectOfType <RoleManager>(); }
void Start() { myplayer = PlayersList.GetMyPlayer(); reportTrigger = myplayer.GetComponent <ReportTrigger>(); }
public void OnClick_Color(string colorName) { wantedColor = colorName; PlayersList.GetMyPlayer().GetComponent <ColorManager>().CheckForColor(wantedColor); }
void Start() { myplayer = PlayersList.GetMyPlayer().transform; Physics.IgnoreCollision(GetComponentInChildren <MeshCollider>(), myplayer.GetComponent <CapsuleCollider>(), ignore: true); }