void spawnPlayer(string id, SocketIOEvent e) { Vector3 initialLocation = getLocationField(e.data); Quaternion initialRotation = getRotationField(e.data); SpaceShipSkeleton newPlayer = Instantiate(playerPrefab, initialLocation, initialRotation) as SpaceShipSkeleton; players.Add(id, newPlayer); }
void Update() { magUpdate(Input.acceleration, Input.compass.rawVector); Vector3 fwd = transform.TransformDirection(Vector3.forward); RaycastHit hit; if (Physics.Raycast(transform.position, fwd, out hit, 400)) { SpaceShipSkeleton ship = hit.transform.gameObject.GetComponent <SpaceShipSkeleton>(); if (ship != null) { enemyHp.text = ship.hp.ToString(); } } else { enemyHp.text = ""; } noOfKills.text = "Kills: " + kills; moveForward(); //Debug.Log(string.Format("x:{0:g}, y:{1:g}, z:{2:g}", transform.position.x, transform.position.y, transform.position.z)); if (isDead) { MOVE_SPEED *= 0.97F; gameOverText.transform.parent = null; return; } if (fireTimeRemaining > 0) { fireTimeRemaining -= Time.deltaTime; } // Checks for fire if (IsPressed() && fireTimeRemaining <= 0) { Fire(); } }