void OnTriggerEnter(Collider other) { GameObject player = other.transform.parent.gameObject; SurfCharacter surfChar = player.GetComponent <SurfCharacter>(); if (surfChar != null) { givePlayer(); } }
public void CmdSetupGun(int setAmmo, int setReserve) { playMove = transform.GetComponentInParent <SurfCharacter>(); recoilCont = playMove.transform.GetComponentInChildren <RecoilController>(); cameraHolder = playMove.gameObject.FindComponentInChildWithTag <Transform>("CameraHolder"); shootingPoint = recoilCont.transform; roundManager = GameObject.Find("Canvas_PublicUI(Clone)").transform.GetComponent <UITimeManager>(); ammo = setAmmo; reserve = setReserve; RpcSetupGun(ammo, reserve); }
void OnTriggerEnter(Collider other) { GameObject player = other.transform.parent.gameObject; Quaternion playerRotation = player.GetComponent <Transform>().rotation; SurfCharacter surfCharacter = player.GetComponent <SurfCharacter>(); if (surfCharacter != null) { //surfCharacter.ResetPosition(); surfCharacter.moveData.velocity *= velocityMultiplier; } }
public void RpcSetupGun(int setAmmo, int setReserve) { if (!hasAuthority) { return; } playMove = gameObject.GetComponentInParent <SurfCharacter>(true); ammoDisplay = playMove.transform.GetComponent <AmmoDisplay>(); roundManager = GameObject.Find("Canvas_PublicUI(Clone)").transform.GetComponent <UITimeManager>(); mainCamera = playMove.transform.GetComponentInChildren <CinemachineVirtualCamera>(); ammo = setAmmo; reserve = setReserve; scopeOverlay = playMove.gameObject.FindComponentInChildWithTag <Image>("Scope").gameObject; mouseLook = playMove.transform.GetComponent <PlayerCameraController>(); crosshair = playMove.gameObject.FindComponentInChildWithTag <Image>("Crosshair").gameObject; animator = transform.GetComponent <Animator>(); isSetup = true; }
public void CmdSetupGrenade() { playerMovement = transform.root.GetComponent <SurfCharacter>(); throwingPoint = playerMovement.gameObject.FindComponentInChildWithTag <Transform>("Throwing Point"); weaponSelector = playerMovement.transform.GetComponentInChildren <WeaponSelect>(); }