/// <summary> /// Set the color of this finger. Since the finger color is controlled by the server, /// no data is sent by the client. /// </summary> /// <param name="color">The color the finger should get.</param> public void SetColor(Color color) { color.a = CUBEFINGER_ALPHA; this.FingerColor = color; gameObject.renderer.material.color = color; if (network.isServer) { networkView.RPC("ColorFinger", RPCMode.Others, ColorModel.ConvertToVector3(color)); } }
public void SetPlaceableBlock(HalfBlock.HalfBlock block) { this.HalfBlock = block; this.HasPlaceableBlock = true; Color color = HalfBlock.CalculateUnityColor(); networkView.RPC("SetBlockType", NetworkPlayer, 1, ColorModel.ConvertToVector3(color)); CubeFinger.Renderer.SetColor(color); }
public void GiveNewInventoryBlock() { HalfBlock = new HalfBlock.HalfBlock(getNewHalfBlockColor()); Vector3 color = ColorModel.ConvertToVector3(HalfBlock.CalculateUnityColor()); CubeFinger.Renderer.SetColor(HalfBlock.CalculateUnityColor()); if (HalfBlock.wrappedObject.color.isSecondaryColor) { HasPlaceableBlock = false; } else { HasPlaceableBlock = Random.value < FULL_BLOCK_CHANCE; } networkView.RPC("SetBlockType", NetworkPlayer, HasPlaceableBlock ? 1 : 0, color); }
public override void OnPlayerConnected(INetworkPlayer player) { networkView.RPC("SetFingerMode", player, (int)Mode); networkView.RPC("ColorFinger", player, ColorModel.ConvertToVector3(Renderer.FingerColor)); }