void Start() { if (NodeInformation.isMaster()) { state = MenuState.Main; refresh(); } }
// Use this for initialization void Start() { if (!NodeInformation.isMaster()) { enabled = false; } force = 5f; // initCubes(); }
public void creditsButton() { state = MenuState.Credits; refresh(); if (!creditSpawned && NodeInformation.isMaster()) { NetworkServer.Spawn(creditText); NetworkServer.Spawn(backBtn); creditSpawned = true; } }
public void settingsButton() { state = MenuState.Options; refresh(); if (!settingsSpawned && NodeInformation.isMaster()) { NetworkServer.Spawn(musicBtn); NetworkServer.Spawn(backBtn); settingsSpawned = true; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.R)) { //Destroy(gameObject); if (NodeInformation.isMaster()) { NetworkServer.Destroy(gameObject); } } }
// Update is called once per frame void Update() { if (NodeInformation.isMaster()) { // Press w or q to change frame spawn time and s or a to change multiplicator. if (Input.GetKeyDown(KeyCode.W)) { spawnSpeed += spawnSpeedIncrease; } else if (Input.GetKeyDown(KeyCode.Q)) { spawnSpeed -= spawnSpeedIncrease; if (spawnSpeed < 1) { spawnSpeed = 1; } } else if (Input.GetKeyDown(KeyCode.S)) { multiplicator++; } else if (Input.GetKeyDown(KeyCode.A)) { multiplicator--; if (multiplicator < 1) { multiplicator = 1; } } if (Input.GetKeyDown(KeyCode.T)) { toggle = !toggle; } // Checks whether the "E" key is pressed. if (Input.GetKey(KeyCode.E) || toggle) { // Checks whether the defined ammount of frames have passed. if (counter % (float)spawnSpeed == 0) { for (int i = 0; i < multiplicator; i++) { // Spawns the object at the appropriate location with an random offset between 0 and 1 multiplied by an offset. Transform spawnSpheresObjects = Instantiate(obj, new Vector3(transform.position.x + Random.value * 30, transform.position.y + Random.value * 8, transform.position.z + Random.value * 28), Quaternion.identity); NetworkServer.Spawn(spawnSpheresObjects.gameObject); } } } counter++; } }
public void playButton() { state = MenuState.Player; refresh(); if (!playSpawned && NodeInformation.isMaster()) { NetworkServer.Spawn(twoPlayers); NetworkServer.Spawn(threePlayers); NetworkServer.Spawn(fourPlayers); NetworkServer.Spawn(backBtn); playSpawned = true; } }
public void createTower() { if (NodeInformation.isMaster()) { setSizes(); for (int i = 0; i < nrOfRows; i++) { addRow(); } Debug.Log("Tower created"); } state = State.BlockPlacing; }
public void select(GameObject gameObject) { // Sound effect tower destroyed destroyAudioSource = GetComponent <AudioSource>(); destroyAudioSource.Play(); if (SelectedObj == null && FirstSelected == null) { FirstSelected = gameObject; SelectedObj = gameObject; SelectedObj.GetComponent <Renderer>().material.color = Color.green; if (NodeInformation.isMaster()) { changeRow(gameObject); } } else if (gameObject == FirstSelected) { deselect(); SelectedObj = gameObject; SelectedObj.GetComponent <Renderer>().material.color = Color.green; } }