public override void SeekerInteraction(Collider thisPlayer) { HidingManager hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>(); // Put the Seeker into hiding mode // Don't let them move and make them invisible if (!hidingManager.IsHiding()) { hidingManager.CmdHideInObject(basketGameObject); } else { hidingManager.CmdStopHiding(); } }
public override void SeekerInteraction(Collider thisPlayer) { HidingManager hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>(); PlayerMovement3D movement = thisPlayer.gameObject.GetComponent <PlayerMovement3D>(); if (!hidingManager.IsHiding()) { hidingManager.CmdHideInArea(); movement.onGrass = false; movement.inGrass = true; } else { hidingManager.CmdStopHiding(); movement.onGrass = true; movement.inGrass = false; } }
bool validateStatus(Collider other) { if (ReferenceEquals(other, null)) { return(false); } PlayerIdentity otherId = other.gameObject.GetComponent <PlayerIdentity>(); HidingManager hidingManager = other.gameObject.GetComponent <HidingManager>(); if (ReferenceEquals(hidingManager, null)) { return(false); } // If the hunter clicks they can take the seeker out of hiding // All of this stuff needs to be synced to the server instead of just hopefully lining up // If the current player is the hunter and the collider they've run into is the Seeker and the Seeker isn't in hiding return(thisIsHunter && other.gameObject.tag == "Player" && otherId.IsSeeker() && !otherId.IsThisPlayer() && !hidingManager.IsHiding()); }