void Awake() { Debug.Log("NetStreamer Awake"); m_receiver = gameObject.GetComponent <NetClPlayerManager>(); m_sender = gameObject.GetComponent <NetSvPlayerManager>(); m_stateToSend.Invalidate(); }
// Use this for initialization void Start() { //get Debug Text object GameObject obj = GameObject.Find("DebugGui"); output = obj.GetComponent <GUIText>(); output.text = ""; //own stuff plm = gameObject.GetComponent <NetClPlayerManager>(); }
public void Process() { float inMotionH = Input.GetAxis("Horizontal"); float inMotionV = Input.GetAxis("Vertical"); float inRun = Convert.ToSingle(Input.GetButton("Run")); float inJump = Convert.ToSingle(Input.GetButton("Jump")); float inUse = Convert.ToSingle(Input.GetButton("Use")); float inAttack = Convert.ToSingle(Input.GetButton("Attack")); shoot = Input.GetButton("Attack"); ///DEBUG // PlayerStats stats = GetComponent<PlayerStats>(); // if (stats.id == 2) NetClPlayerManager plm = GetComponent <NetClPlayerManager>(); if (plm.playerControllerId == 1) { i++; if (i > 20) { i = 0; j = 2 - j; } inMotionV = Convert.ToSingle(j - 1); } ///DEBUG //Debug.Log (inMotionH); if (inMotionH >= 0.1f) { inputs[sectMotionH] = 2; } else if (inMotionH <= -0.1f) { inputs[sectMotionH] = 0; } else { inputs[sectMotionH] = 1; } if (inMotionV >= 0.1f) { inputs[sectMotionV] = 2; } else if (inMotionV <= -0.1f) { inputs[sectMotionV] = 0; } else { inputs[sectMotionV] = 1; } if (inRun > 0.0f) { inputs[sectRun] = 1; } else { inputs[sectRun] = 0; } if (inJump > 0.0f) { inputs[sectJump] = 1; } else { inputs[sectJump] = 0; } if (inUse > 0.0f) { inputs[sectUse] = 1; } else { inputs[sectUse] = 0; } if (inAttack > 0.0f) { inputs[sectAttack] = 1; } else { inputs[sectAttack] = 0; } Decode(); //hack //motionH = inMotionH; //motionV = inMotionV; //run = inRun; //jump = inJump; }