private void OnClientReady() { // Run on main thread to lock data and send rpc MainThreadManager.Run(() => { List <Player> players = PlayerManager.Instance.GetAllPlayers(); Player localPlayer = PlayerManager.Instance.GetLocalPlayer(); if (localPlayer == null) { Debug.LogError("Local player not set"); } PlayerDetails localPlayerDetails = localPlayer.GetPlayerDetails(); foreach (Player player in players) { // Remove unnecessary objects/components player.UpdateToggleables(); // Player reveal activates RevealActor revealActor = player.GetRevealActor(); revealActor.enabled = true; } networkObject.SendRpc(RPC_SET_CLIENT_READY, Receivers.All, localPlayerDetails.GetName()); // Unsubscribe from playersloaded PlayerManager.Instance.PlayerListPopulated -= OnClientReady; }); }
private void Awake() { m_LocalNetworkTogglables = GetComponent <LocalNetworkTogglables>(); m_PlayerNetworkHandler = GetComponent <PlayerNetworkHandler>(); m_RevealActor = GetComponent <RevealActor>(); m_StealthActor = GetComponent <StealthActor>(); m_SkillHandler = GetComponent <SkillHandler>(); m_HealthHandler = GetComponent <HealthHandler>(); m_CharacterCustomizer = GetComponentInChildren <CharacterCustomizer>(); }
private void OnTriggerStay(Collider other) { RevealActor revealActor = other.GetComponent <RevealActor>(); if (revealActor == null) { return; } revealActor.SetRadiusModifier(m_TargetRevealRadius); }