/// <summary> /// Finish adding influence, set which team controls it /// </summary> public void finishInfluence() { ///TODO: add end semaphore stuff her if(controllingTeam != owningTeam){ if(_percControlled > 100f){ _percControlled = 100f; currentState = TileState.normal; if(controllingTeam.teamNumber == 1) audio.clip = sRef.InfluenceDoneLo; if(controllingTeam.teamNumber == 2) audio.clip = sRef.InfluenceDoneHi; if (!audio.isPlaying) { audio.volume = sRef.playerInfluenceDoneVolume; audio.Play (); //activate this if we want every tile influenced to trigger a sound, including the ones influenced by beacons } } owningTeam = controllingTeam; Beacon localBeacon = GetComponentInChildren<Beacon>(); Altar localAltar = GetComponentInChildren<Altar>(); owningTeam.ScoreFromTile (getTileScore ()); if(localAltar !=null){ localAltar.setControl(owningTeam); } if(localBeacon!= null){ localBeacon.setTeam (owningTeam); localBeacon.UpdateInfluencePatterns(); } Reveal (sRef.influenceRevealRange); //TODO: possible huge performance hit here gm.tileSendMessage("setDistanceToHomeBase"); //setDistanceToHomeBase(); PS.startColor = controllingTeam.beaconColor; PS.Emit(100); } }