void Update() { if (infoDump == null) { GameObject[] temp = GameObject.FindGameObjectsWithTag("DustCloud"); for (int i = 0; i < temp.Length; i++) { if (temp[i].transform.position.x >= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.x - .6f && temp[i].transform.position.x <= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.x + .6f) { if (temp[i].transform.position.y >= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.y - .6f && temp[i].transform.position.y <= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.y + .6f) { if (temp[i].GetComponent <SpriteRenderer>().enabled) { print("Assign infodump"); infoDump = temp[i].GetComponent <OverworldBattle>(); } } } } } if (playerNum >= 0 || playerNum < 3) { setEnemyHP(); setPlayerHP(); setFightMessage(); } // print(state.curState); //FOR TESTING TODO: REMOVE if (Input.GetKeyDown("space")) { toggleState(); } if (Input.GetKeyDown(KeyCode.J)) { numEnemies++; if (numEnemies > 3) { numEnemies = 3; } moreEnemies(); toggleState(); } if (Input.GetKeyDown(KeyCode.K)) { numPlayers++; morePlayers(); toggleState(); } if (!dumpLoad) { checkBattleOver(); } stateCheck(); }
public void CmdPlayerToggle(bool toggle, GameObject monster, GameObject player, GameObject battleDumpThing, bool existingBattle) { /*if (toggle) * { * if(battleDumpThing != null) * battleDumpThing.GetComponentInChildren<CircleCollider2D>().enabled = true; * }*/ // Battle? if (toggle == false) { if (!existingBattle) { print("Network server battle dump should spawn"); print("Spawn and auth?"); GameObject tempB = (GameObject)Instantiate(overworldBattle, transform.position, Quaternion.identity); NetworkServer.SpawnWithClientAuthority(tempB, connectionToClient); OverworldBattle temp2 = tempB.GetComponent <OverworldBattle>(); temp2.CmdAddMonster(monster); // Make sure wandering monsters have this script temp2.CmdAddPlayer(player); if (temp2 == null) { print("Assigning a null to infodump"); } if (temp2.battle0 != null) { if (temp2.battle1 != null) { if (temp2.battle2 != null) { return; } else { temp2.battle2 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>(); } } else { temp2.battle1 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>(); } } if (player.GetComponent <PlayerMovement>().battle != null) { temp2.battle0 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>(); } else { print("battle is null"); } RpcUpdatePlayerDump(player, tempB); } else { battleDumpThing.GetComponent <OverworldBattle>().CmdAddPlayer(player); RpcUpdatePlayerDump(player, battleDumpThing); } } else { // Destroy the overwold battle thing. Not pulling any data, should be done already. Not doing network, seeing if that // avoids issues from slow leaving. if (battleDumpThing != null) { /*battleDumpThing.GetComponent<CircleCollider2D>().enabled = false; * battleDumpThing.GetComponent<SpriteRenderer>().enabled = false; */ } else { print("batlte udmp thing null"); } if (battleDump != null) { //battleDump.GetComponent<CircleCollider2D>().enabled = false; //Destroy(battleDump); } // Destroy(battleDumpThing); // battleDumpThing.GetComponent<OverworldBattle>().cmdR player.GetComponent <PlayerMovement>().inBattle = false; } print("Player hitbox and stuff setting " + toggle); player.GetComponent <Renderer>().enabled = toggle; player.GetComponent <BoxCollider2D>().enabled = toggle; if (monster != null) { monster.GetComponent <Renderer>().enabled = toggle; monster.GetComponent <BoxCollider2D>().enabled = toggle; } else { print("Null monsters"); } RpcUpdatePlayer(toggle, monster, player, battleDumpThing); }