private void Awake() { Debug.Log("Radar sender awoken for object " + gameObject.name); lr = gameObject.GetComponentInChildren <LockingRadar>(); if (lr == null) { Debug.LogError($"LockingRadar on networkUID {networkUID} is null"); return; } lr.radar = gameObject.GetComponentInChildren <Radar>(); if (lr.radar == null) { Debug.LogError($"Radar null on netUID {networkUID}"); } else { lr.radar.OnDetectedActor += RadarDetectedActor; // Debug.Log($"Radar sender successfully attached to object {gameObject.name}."); } controller = gameObject.GetComponentInChildren <TacticalSituationController>(); if (controller != null) { Debug.Log($"{networkUID} is a player F45."); controller.OnAutoRadarLocked += F45LockedUpdate; controller.OnAutoRadarUnlocked += F45UnlockedUpdate; } lastRadarMessage = new Message_RadarUpdate(true, 0, networkUID); lastLockingMessage = new Message_LockingRadarUpdate(0, false, networkUID); }
public void RadarUpdate(Packet packet) { lastRadarMessage = (Message_RadarUpdate)((PacketSingle)packet).message; // Debug.Log("Got a new radar update intended for id " + lastRadarMessage.UID); if (lastRadarMessage.UID != networkUID) { return; } Debug.Log($"Doing radarupdate for uid {networkUID}"); lockingRadar.radar.radarEnabled = lastRadarMessage.on; lockingRadar.radar.sweepFov = lastRadarMessage.fov; }
private void Awake() { lockingRadar = gameObject.GetComponentInChildren <LockingRadar>(); if (lockingRadar == null) { Debug.Log($"Locking radar on networkUID {networkUID} is null."); return; } lockingRadar.radar = gameObject.GetComponentInChildren <Radar>(); if (lockingRadar.radar == null) { Debug.Log($"Radar was null on network uID {networkUID}"); } // lockingRadar.debugRadar = true; lastRadarMessage = new Message_RadarUpdate(false, 0, networkUID); Networker.RadarUpdate += RadarUpdate; Networker.LockingRadarUpdate += LockingRadarUpdate; }