public override void ActivateItem(Player player) { base.ActivateItem(player); if (player.photonView.isMine) { GameObject go = PhotonNetwork.Instantiate("Items/Meshes/" + m_Name.Replace("TheNegative.Items.", ""), player.ActiveItemLocation.position, player.ActiveItemLocation.rotation, 0); m_EyeNetworkBehaviour = go.GetComponentInChildren <DOT>(); m_EyeNetworkBehaviour.OwnersID = player.PlayerNumber; m_EyeNetworkBehaviour.SetActive(false); go.transform.parent = player.ActiveItemLocation; go.transform.rotation = Quaternion.Euler(new Vector3(-90, 0, 0)); } }
public override void UpdateItem() { //if the eye isn't activated, activate it at the correct location if (!m_IsActivated && m_Timer > m_CooldownTime) { m_IsActivated = true; m_EyeNetworkBehaviour.SetActive(true); } Debug.Log(m_DurationTimer); //while the eye is active make sure to increment its timer if (m_IsActivated) { m_DurationTimer += Time.deltaTime; if (m_DurationTimer >= m_Duration) { m_IsActivated = false; m_EyeNetworkBehaviour.SetActive(false); m_DurationTimer = 0.0f; m_Timer = 0.0f; } } }