private void RegisterObjects() { //Register playerpos in matrix registerTile.UpdateTile(state.Position); //Registering objects being pulled in matrix if (pullRegister != null) { Vector3 pos = state.Position - (Vector3)playerSprites.currentDirection; pullRegister.UpdateTile(pos); } }
void UpdateState(bool _aliveState) { MonoBehaviour[] scripts = GetComponentsInChildren <MonoBehaviour>(); Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); Renderer[] renderers = GetComponentsInChildren <Renderer>(); for (int i = 0; i < scripts.Length; i++) { if (scripts[i].GetType().Name != networkId && scripts[i].GetType().Name != networkT && scripts[i].GetType().Name != itemControl) { scripts[i].enabled = _aliveState; } } for (int i = 0; i < colliders.Length; i++) { colliders[i].enabled = _aliveState; } for (int i = 0; i < renderers.Length; i++) { renderers[i].enabled = _aliveState; } RegisterTile rT = GetComponent <RegisterTile>(); if (rT != null) { gameObject.GetComponent <EditModeControl>().Snap(); rT.UpdateTile(transform.position); } }
IEnumerator WaitForLoad() { yield return(new WaitForSeconds(2f)); if (currentPos != Vector3.zero) { if (registerTile == null) { registerTile = GetComponent <RegisterTile>(); } transform.position = RoundedPos(currentPos); registerTile.UpdateTile(); } if (pushing) { PushSync(serverPos); } }
void UpdateState(bool _aliveState) { OnVisibilityChange(_aliveState); MonoBehaviour[] scripts = GetComponentsInChildren <MonoBehaviour>(true); Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); Renderer[] renderers = GetComponentsInChildren <Renderer>(true); for (int i = 0; i < scripts.Length; i++) { if (scripts[i].GetType().Name != networkId && scripts[i].GetType().Name != networkT && scripts[i].GetType().Name != objectBehaviour && scripts[i].GetType().Name != regTile && scripts[i].GetType().Name != inputController && scripts[i].GetType().Name != playerSync) { scripts[i].enabled = _aliveState; } } for (int i = 0; i < colliders.Length; i++) { colliders[i].enabled = _aliveState; } for (int i = 0; i < renderers.Length; i++) { renderers[i].enabled = _aliveState; } if (registerTile != null) { if (_aliveState) { EditModeControl eC = gameObject.GetComponent <EditModeControl>(); if (eC != null) { eC.Snap(); } registerTile.UpdateTile(transform.position); } else { registerTile.RemoveTile(); } } }
private void Synchronize() { if (isLocalPlayer && GameData.IsHeadlessServer) { return; } if (!playerMove.isGhost) { var state = isLocalPlayer ? predictedState : serverState; transform.position = Vector3.MoveTowards(transform.position, state.Position, playerMove.speed * Time.deltaTime); if (registerTile.savedPosition != state.Position) { registerTile.UpdateTile(state.Position); } } else { var state = isLocalPlayer ? predictedState : serverState; playerScript.ghost.transform.position = Vector3.MoveTowards(playerScript.ghost.transform.position, state.Position, playerMove.speed * Time.deltaTime); } }
private void UpdateNorth(bool val) { restrictNorth = val; restrictMoveStruct.north = restrictNorth; registerTile.UpdateTile(); }
public void OnPushed(Vector3 newPos) { targetPos = newPos; registerTile.UpdateTile(newPos); }