private void SyncIsLayingDown(bool wasDown, bool isDown)
    {
        this.isLayingDown = isDown;

        if (CustomNetworkManager.IsHeadless == false)
        {
            HandleGetupAnimation(isDown == false);
        }

        if (isDown)
        {
            //uprightSprites.ExtraRotation = Quaternion.Euler(0, 0, -90);
            //Change sprite layer
            foreach (SpriteRenderer spriteRenderer in this.GetComponentsInChildren <SpriteRenderer>())
            {
                spriteRenderer.sortingLayerName = "Bodies";
            }
            playerScript.PlayerSync.SpeedServer = playerScript.playerMove.CrawlSpeed;
            //lock current direction
            playerDirectional.LockDirectionTo(true, playerDirectional.CurrentDirection);
        }
        else
        {
            //uprightSprites.ExtraRotation = Quaternion.identity;
            //back to original layer
            foreach (SpriteRenderer spriteRenderer in this.GetComponentsInChildren <SpriteRenderer>())
            {
                spriteRenderer.sortingLayerName = "Players";
            }
            playerDirectional.LockDirectionTo(false, playerDirectional.CurrentDirection);
            playerScript.PlayerSync.SpeedServer = playerScript.playerMove.RunSpeed;
        }
    }
Exemple #2
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        private void Start()
        {
            if (CustomNetworkManager.IsServer == false)
            {
                return;
            }

            if (startSetUp)
            {
                isWelded   = true;
                isWrenched = true;
                directional.LockDirectionTo(true, directional.CurrentDirection);
                objectBehaviour.ServerSetPushable(false);
            }
        }