public void UpdateClientPosZ(FloatBackchannelType data) { var pos = player2.position; pos.z = data.FLOAT_VALUE; player2.position = pos; }
public void moveZ(FloatBackchannelType zValue) { computerVector.x = 0f; computerVector.y = 0f; computerVector.z = zValue.FLOAT_VALUE; myRigidbody.AddForce(computerVector * sensitivity); }
public void UpdateServerPosX(FloatBackchannelType data) { Debug.Log(data.FLOAT_VALUE); player2.transform.position = new Vector3(data.FLOAT_VALUE, player2.transform.position.y, player2.transform.position.z); }
public void UpdateClientPosX(FloatBackchannelType data) { Debug.Log(data.FLOAT_VALUE); var pos = player2.position; pos.x = data.FLOAT_VALUE; player2.position = pos; }
public void updateSpeed(FloatBackchannelType floatBackchannel) { //0mph(default) is rotation 10 and 220mph is rotation -190 //usually is between 0 to 3 if fall off map is almost 10 //so equation for line would be y= -20x + 10 currentSpeed = floatBackchannel.FLOAT_VALUE; myRotation.z = -20.0f * currentSpeed + 10.0f; myRectTransform.localRotation = Quaternion.Euler(myRotation); }
void Awake() { backchannelKey = EasyWiFiController.registerControl(EasyWiFiConstants.BACKCHANNELTYPE_FLOAT, controlName); floatBackchannel = (FloatBackchannelType)EasyWiFiController.controllerDataDictionary[backchannelKey]; }
// Use this for initialization void Awake() { floatKey = EasyWiFiController.registerControl(EasyWiFiConstants.CONTROLLERTYPE_FLOAT, controlName); floatData = (FloatBackchannelType)EasyWiFiController.controllerDataDictionary[floatKey]; }
public void UpdateServerPosZ(FloatBackchannelType data) { player2.transform.position = new Vector3(player2.transform.position.x, player2.transform.position.y, data.FLOAT_VALUE); }