public void Id(int i) { if (allItems[i] != null) { Stealable steal = allItems[i].GetComponent <Stealable>(); steal.itemId = i; } }
private void Update() { foreach (Stealable stealable in m_stealables) { if (stealable.m_timeSinceStartedStealing > 0f) { m_objectBeingStolen = stealable; } } if (m_objectBeingStolen) { m_bar.fillAmount = m_objectBeingStolen.m_timeSinceStartedStealing / m_objectBeingStolen.m_timeToSteal; } else { m_bar.fillAmount = 0f; } }
public Card() { this.Zone = new Zone("Outside of the game"); this.Zone.Add(this); this.Stealable = Type.Stealable; }
public void CompleteRPC(bool isManual) { isCompleted = true; isAssigned = false; isUndone = false; PlayableCharacter me = NetworkManager.instance.GetMe(); if (PhotonNetwork.IsMasterClient) { taskManager.CheckAllTasksCompleted(); } //Enable & Disable relevant targets DisableUndoneMarker(); DisableTaskMarker(); if (isUndoable && me is Traitor) { EnableTaskMarker(); } foreach (Task requirement in requirements) { requirement.TaskInteractable.OnParentTaskComplete(me); } // When you complete a task if you are a loyal you want a new one if (!isManual) { if (me is Loyal && (me.assignedSubTask == null || me.assignedSubTask.isCompleted)) { if (me.assignedMasterTask == null || me.assignedMasterTask.isCompleted) { taskManager.RequestNewTask(); } else { me.assignedMasterTask.AssignSubTaskToCharacter(me); } } } else { foreach (Task requirement in requirements) { requirement.CompleteRPC(true); } if (TaskInteractable is Stealable) { View.TransferOwnership(PhotonNetwork.LocalPlayer); Stealable stealable = ((Stealable)TaskInteractable); // When manually complete a stealable you dont want to also register // the collision with the endzone (and recomplete). Therefore we // disable the next collision. stealable.ignoreNextCollision = true; // Move stealable to endzone inorder to complete TaskInteractable.transform.position = stealable.destination.transform.position; } if (PhotonNetwork.IsMasterClient) { TaskInteractable.PlayItemAnimation(); } } }