public void Close() { if (gameObject == null) { return; // probably destroyed by a shuttle crash } if (Time.time < delayStartTime + inputDelay) { return; } delayStartTime = Time.time; IsClosed = true; if (!isPerformingAction) { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.Close); if (damageOnClose) { ServerDamageOnClose(); } } }
private void ServerPressureWarn() { DoorUpdateMessage.SendToAll(gameObject, DoorUpdateType.PressureWarn); pressureWarnActive = true; StartCoroutine(PressureWarnDelay()); }