public void SetCurrGun(GunsBehaviour.TypeGuns _value) { Hashtable _hash = new Hashtable(); _hash["currGun"] = _value; _hash["score"] = (int)PhotonNetwork.LocalPlayer.CustomProperties["score"]; PhotonNetwork.LocalPlayer.SetCustomProperties(_hash); }
public void UpdateSpawner() { if (PhotonNetwork.PlayerList.Length > 1) { bool[] _usedGuns = NetworkSyncManager.Instance.GetUsedGuns(); for (int i = 0; i < Guns.Length; i++) { Guns[i].SetActive(!_usedGuns[i]); if (Guns[i].activeSelf) { currGun = (GunsBehaviour.TypeGuns)i; } } } else { HideGuns(); } }