//INITIALIZE THINGS FOR SWAPING FROM BUY TO BUILD STATE public void ResetEverything() { //OWNER ID IS BACK GAME ownerID = 0; //RESET VALUES setValues(); //RESET OWNER & STATE myOwner = ownerEnum.game; myState = stateEnum.Buy; //SET BACK TO ORIGINAL POS transform.position = startPos; //INSTANTIATE CHILD SCRIPT if (myType == typeEnum.leisure) { childTerrain = transform.Find("BV_Mesh_terrain").gameObject; BV_Terrain terrainScript = childTerrain.GetComponent <BV_Terrain>(); //CHANGE CHILD COLOR terrainScript.changeColor(0); if (PhotonNetwork.room != null) { terrainScript.sendRPC(0); } //SWAP COLLIDERS childTerrain.SetActive(true); gameObject.GetComponent <BoxCollider>().enabled = false; } }
//INITIALIZE THINGS FOR SWAPING FROM BUY TO BUILD STATE public void BuyToBuild(int i) { //INSTANTIATE SHADERER SCRIPT BV_BuildingShaderer shaderer = transform.GetComponent <BV_BuildingShaderer> (); shaderer.updateColor(); //INSTANTIATE CHILD SCRIPT BV_Terrain terrainScript = childTerrain.GetComponent <BV_Terrain>(); //CHANGE CHILD COLOR terrainScript.changeColor(i); terrainScript.sendRPC(i); myState = stateEnum.Build; setValues(); switch (i) { case 0: myOwner = ownerEnum.game; break; case 1: myOwner = ownerEnum.playerBlue; ownerID = 1; break; case 2: myOwner = ownerEnum.playerGreen; ownerID = 2; break; case 3: myOwner = ownerEnum.playerOrange; ownerID = 3; break; case 4: myOwner = ownerEnum.playerRed; ownerID = 4; break; case 5: myOwner = ownerEnum.playerYellow; ownerID = 5; break; } }