// When player leaves, prevent it from changing the turret position public override void Unfocus(PlayerStateController player) { turretInput = null; }
void Start() { parentClient = GetComponentInParent <TankMovement>(); input = GetComponent <TurretInput>(); aimTo = transform.forward; }
// Allow turret to be operated when focused public override void Focus(PlayerStateController player) { turretInput = player.GetComponent <TurretInput>(); }