public void SayLocalChat(NetworkPlayer player, DistanceChat chat) { DistancePlayer distancePlayer = null; DistancePlayers.TryGetValue(player.guid, out distancePlayer); if (distancePlayer != null) { distancePlayer.SayLocalChat(chat); } }
public System.Collections.IEnumerator GiveTagBubbleSoon(DistancePlayer fromPlayer, DistancePlayer player) { yield return(new UnityEngine.WaitForSeconds(1)); if (IsPlayerInMode(player) && TaggedPlayer == fromPlayer) { fromPlayer.GetExternalData <ReverseTagData>().SecondsTagged = 0.0; TagPlayer(player); } fromPlayer.SayLocalChat(DistanceChat.Server("ReverseTag:SinglePlayerTransition", "Transitioning out of single-player: your timer has been reset and your tag bubble taken!")); }