void GiveColor(string newColor, string prevColor, string playerName) { PlayersList.GiveColor(newColor, prevColor, playerName); //Debug.Log(newColor + "is taken by someone."); GameObject player = PlayersList.GetPlayer(playerName); int index = Array.IndexOf(COLORS, newColor); Color color = colors[index]; // Change the color //Material BodyMat = player.GetComponentInChildren<MeshRenderer>().material; //BodyMat.color = color; }
void Kill(string killersName, string targetsName) { GameObject target = PlayersList.GetPlayer(targetsName); GameObject killer = PlayersList.GetPlayer(killersName); // No Animations Yet :( //Animator targetsAnimator = target.GetComponentInChildren<Animator>(); //targetsAnimator.SetTrigger("dead"); // Disable SpriteRenderer only if i am not the target. if (target != PlayersList.GetMyPlayer()) { target.GetComponentInChildren <MeshRenderer>().enabled = false; // Set State of the target to dead if its not my player target.GetComponent <Player>().myState = Player.State.dead; } else { target.GetComponent <Player>().ThisPlayerDead(); } // Spawm DeadBody rename it to targets name. Vector3 offset = new Vector3(0, -0.3f, 0); GameObject deadbody = Instantiate(deadBodyPrefab, target.transform.position + offset, Quaternion.identity); deadbody.name = targetsName; // Show death animations here, if needed. // Change targets collider to trigger target.GetComponent <CapsuleCollider>().isTrigger = true; // Teleport killer to targets position killer.transform.position = target.transform.position; /** If u want to write a custom position synchronization script. * Might help: * https://doc.photonengine.com/en-us/pun/current/gameplay/synchronization-and-state * https://forum.photonengine.com/discussion/13140/teleport-like-abilities-while-using-photon-transform-view **/ }
public void Vent_Out(string name) { GameObject player = PlayersList.GetPlayer(name); StartCoroutine(CR_Vent_Out(player)); }
public void Vent_In(string name, Vector3 ventPos) { GameObject player = PlayersList.GetPlayer(name); StartCoroutine(CR_Vent_In(player, ventPos, 0.7f)); }