public void DoHit(PhoneCursor p_userID) { //if the trash gets yoinked from you. if (heldBy != null) { heldBy.heldItem = null; } heldBy = p_userID; }
private void Update() { // Set the rotation (used to drive the cursor) //If were in the intro scene, fire constantly. Can set this to some other check when we make it one scene //Constant Raycast for Intro Scene if (m_scene.name == "StartingScene") { foreach (PhoneCursor user in users) { user.ConstantFire(webSocket); } } while (queuedCursorMoves.Count() > 0) { StoredCursorMove move = queuedCursorMoves.Dequeue(); foreach (PhoneCursor user in users) { if (user.userID == move.userID) { user.SetStoredRotation(move.storedRotation); } } } while (queuedPlayerFires.Count() > 0) { StoredPlayerFire fire = queuedPlayerFires.Dequeue(); //Debug.Log("Fire Msg | IsHeld: " + fire.isHeld + " | User ID: " + fire.userID); foreach (PhoneCursor user in users) { if (user.userID == fire.userID) { if (!fire.isHeld) { user.Release(webSocket); } else { user.Fire(webSocket); } } } } while (queuedUsers.Count() > 0) { GameObject phoneCursor = Instantiate(phoneCursorPrefab); PhoneCursor phoneComp = phoneCursor.GetComponent <PhoneCursor>(); phoneComp.userID = queuedUsers.Dequeue(); //Add user to list phoneComp.SetWebSocket(webSocket); users.Add(phoneComp); } while (queuedDisconnects.Count() > 0) { int disconnectedUser = queuedDisconnects.Dequeue(); for (int q = users.Count - 1; q >= 0; q--) { PhoneCursor user = users[q]; if (user.userID == disconnectedUser) { users.Remove(user); GameObject.Destroy(user.gameObject); } } } }