public void reqSetJetPack() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "jetpack"; Socket.Emit("req_set_jetpack"); }
public void reqSetSuperSheep() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "superSheep"; Socket.Emit("req_set_sheep"); }
public void setNoWeapon() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "noweapon"; pressed = false; //Socket.Emit ("req_move_stop",new Json("playerPositionX",getPlayerPosition().x,"playerPositionY",getPlayerPosition().y,"playerPositionZ",getPlayerPosition().z).json); }
public void reqSetTeleport() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap [currentWeapon].DynamicInvoke(); currentWeapon = "teleport"; marking = true; Socket.Emit("req_set_marker"); Socket.Emit("req_set_teleport"); }
public void reqSetDonkey() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "donkey"; marking = true; Socket.Emit("req_set_marker"); Socket.Emit("req_set_donkey"); }
public void reqSetHbomb() { weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "hbomb"; targetting = true; Socket.Emit("req_set_hbomb"); Socket.Emit("req_update_target", new Json("shootVectorX", getPlayerToSightInitialPosition().x, "shootVectorY", getPlayerToSightInitialPosition().y).json); Socket.Emit("req_set_target"); }
public void reqSetBazooka() { print("바주카셋"); weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "bazooka"; targetting = true; print(targetting); print(currentWeapon); Socket.Emit("req_set_bazooka"); Socket.Emit("req_update_target", new Json("shootVectorX", getPlayerToSightInitialPosition().x, "shootVectorY", getPlayerToSightInitialPosition().y).json); Socket.Emit("req_set_target"); }
public void reqSetRope() { ArrowUp.gameObject.SetActive(true); ArrowDown.gameObject.SetActive(true); weaponChange unsetWeapon = (weaponChange)weaponChangeMap[currentWeapon].DynamicInvoke(); currentWeapon = "rope"; targetting = true; Socket.Emit("req_set_rope"); Socket.Emit("req_update_target", new Json("shootVectorX", getPlayerToSightInitialPosition().x, "shootVectorY", getPlayerToSightInitialPosition().y).json); Socket.Emit("req_set_target"); }