// Send out a circle to some distance // Draw it as it goes along the ground ideally void UseEcho() { // First check if the player is even within their range if (PlayerManager.instance.otherPlayer) { float distanceToSeeker = Vector3.Distance(PlayerManager.instance.otherPlayer.transform.position, transform.position); if (distanceToSeeker <= echoSphereRadius) { Collider[] hitColliders = Physics.OverlapSphere(transform.position, echoSphereRadius, hidingPlaceLayerMask); int i = 0; while (i < hitColliders.Length) { // Kick the Seeker out of their hiding place if (hidingManager) { hidingManager.EmitParticlesOnNextFind(); hidingManager.CheckHidingPlace(hitColliders[i].gameObject); } i++; } } } RpcRenderEchoEffect(); sfxManager.PlayEcho(); }
public override void HunterInteraction(Collider thisPlayer) { // If the Seeker is in this hiding place, remove them from hiding but don't immediately capture them // Call on the seeker object because it was easier thanks to networking issues.... HidingManager hidingManager = otherPlayer.gameObject.GetComponent <HidingManager>(); hidingManager.CheckHidingPlace(basketGameObject); }