private void ServerAccessDenied() { if (isPerformingAction == false) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.AccessDenied); } }
public void ServerOpen() { if (this == null || gameObject == null) { return; // probably destroyed by a shuttle crash } if (Time.time < delayStartTime + inputDelay) { return; } delayStartTime = Time.time; ResetWaiting(); IsClosed = false; if (isHackable && hackingLoaded) { HackingNode onDoorOpened = hackingProcess.GetNodeWithInternalIdentifier("OnDoorOpened"); onDoorOpened.SendOutputToConnectedNodes(); } if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Open); } }
public void Close() { // Check if this is null... it is possible for this to be null in Unity - gameObject reference can generate an NRE. if (this == null || gameObject == null) { return; // probably destroyed by a shuttle crash } if (Time.time < delayStartTime + inputDelay) { return; } delayStartTime = Time.time; IsClosed = true; OnDoorClose?.Invoke(); if (isPerformingAction == false) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); if (damageOnClose) { ServerDamageOnClose(); } } }
private void AccessDenied() { if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.AccessDenied); } }
private void Close() { IsOpened = false; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); } }
public static DoorUpdateMessage SendToAll(GameObject door, DoorUpdateType type) { var msg = new DoorUpdateMessage { Door = door.NetId(), Type = type, }; msg.SendToAll(); return(msg); }
public void Open() { ResetWaiting(); IsOpened = true; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Open); } }
public void Close() { IsOpened = false; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); if (damageOnClose) { DamageOnClose(); } } }
public void ServerOpen() { if (this == null || gameObject == null) { return; // probably destroyed by a shuttle crash } ResetWaiting(); IsClosed = false; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Open); } }
public void ServerClose() { if (gameObject == null) { return; // probably destroyed by a shuttle crash } IsClosed = true; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); if (damageOnClose) { ServerDamageOnClose(); } } }
public void Open(bool blockClosing = false) { if (this == null || gameObject == null) { return; // probably destroyed by a shuttle crash } if (Time.time < delayStartTime + inputDelay) { return; } delayStartTime = Time.time; if (blockClosing == false) { ResetWaiting(); } IsClosed = false; OnDoorOpen?.Invoke(); if (isPerformingAction == false) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Open); } }
public void Close() { if (gameObject == null) { return; // probably destroyed by a shuttle crash } if (Time.time < delayStartTime + inputDelay) { return; } delayStartTime = Time.time; IsClosed = true; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); if (damageOnClose) { ServerDamageOnClose(); } } }
private void ServerPressureWarn() { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.PressureWarn); pressureWarnActive = true; StartCoroutine(PressureWarnDelay()); }