Наследование: SimpleNetworkedMonoBehavior
		public void ProximityOutCheck(NetworkedMonoBehavior other)
		{
			if (!OwningNetWorker.IsServer)
				return;

			if (!proximityBehaviors.Contains(other.NetworkedId))
				return;

			proximityBehaviors.Remove(other.NetworkedId);
			other.proximityBehaviors.Remove(this.NetworkedId);

			if (IsServerOwner)
				Unity.MainThreadManager.Run(other.ExitedProximity);
			else
				other.AuthoritativeRPC("ExitedProximity", OwningNetWorker, OwningPlayer, false);

			if (other.IsServerOwner)
				Unity.MainThreadManager.Run(ExitedProximity);
			else
				AuthoritativeRPC("ExitedProximity", OwningNetWorker, other.OwningPlayer, false);
		}
Пример #2
0
    public void Initialize(bool lerpPosition, 
		NetworkedMonoBehavior.SerializeVector3Properties serializePosition, 
		bool lerpRotation, 
		NetworkedMonoBehavior.SerializeVector3Properties serializeRotation, 
		bool lerpScale, 
		NetworkedMonoBehavior.SerializeVector3Properties serializeScale,
		System.Action<bool> lerpPositionChanged,
		System.Action<NetworkedMonoBehavior.SerializeVector3Properties> serializePositionChanged,
		System.Action<bool> lerpRotationChanged,
		System.Action<NetworkedMonoBehavior.SerializeVector3Properties> serializeRotationChanged,
		System.Action<bool> lerpScaleChanged,
		System.Action<NetworkedMonoBehavior.SerializeVector3Properties> serializeScaleChanged)
    {
        LerpPosition = lerpPosition;
        SerializePosition = serializePosition;
        LerpRotation = lerpRotation;
        SerializeRotation = serializeRotation;
        LerpScale = lerpScale;
        SerializeScale = serializeScale;

        SetSerializedVector3ToBools(SerializePosition, ref _lerpPosX, ref _lerpPosY, ref _lerpPosZ);
        SetSerializedVector3ToBools(SerializeRotation, ref _lerpRotX, ref _lerpRotY, ref _lerpRotZ);
        SetSerializedVector3ToBools(SerializeScale, ref _lerpScaleX, ref _lerpScaleY, ref _lerpScaleZ);

        _easyControlsButtonVisible = true;
        _submitButtonVisibile = true;

        _lerpPositionChanged = lerpPositionChanged;
        _serializePositionChanged = serializePositionChanged;
        _lerpRotationChanged = lerpRotationChanged;
        _serializeRotationChanged = serializeRotationChanged;
        _lerpScaleChanged = lerpScaleChanged;
        _serializeScaleChanged = serializeScaleChanged;
    }
Пример #3
0
 private void SetSerializedVector3ToBools(NetworkedMonoBehavior.SerializeVector3Properties vec3Prop, ref bool x, ref bool y, ref bool z)
 {
     switch (vec3Prop)
     {
         case NetworkedMonoBehavior.SerializeVector3Properties.XYZ:
             x = true;
             y = true;
             z = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.XY:
             x = true;
             y = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.XZ:
             x = true;
             z = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.YZ:
             y = true;
             z = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.X:
             x = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.Y:
             y = true;
             break;
         case NetworkedMonoBehavior.SerializeVector3Properties.Z:
             z = true;
             break;
     }
 }
Пример #4
0
		/// <summary>
		/// Assigns the object that is the players identity object
		/// </summary>
		/// <param name="behavior">The NetworkedMonoBehavior that represents the player</param>
		public void SetMyBehavior(NetworkedMonoBehavior behavior)
		{
			if (!behavior.isPlayer || PlayerObject != null)
				return;

			PlayerObject = behavior;
		}