public virtual void Update() { int previousPlayersActive = playersActive; playersActive = 0; //handle players gone missing for (int i = 0; i < max_PlayerNr; i++) { if (playerArray[i] != null) { playersActive++; } } if (previousPlayersActive != playersActive) { CheckPlayerNr(); } //ROTATE Mode: 1 Player if (playersActive == 1 && state != ElementState.ROTATE && state != ElementState.DESTROY && !(this is Lens)) { if (Time.time - timeEntered > logInTime) { Debug.Log("ROTATE Mode activated"); Debug.Log("Player :" + playerArray[0] + " added."); ChangeState(ElementState.ROTATE); rotInt = interactionManager.AddRotationInteraction(this, FindRotatingPlayer()); timeEntered = 360000f; //TODO find a way to check time correctly } } }
public virtual void Update() { //ROTATE Mode: 1 Player if (playerActive == 1 && state != ElementState.ROTATE && !(this is Lens)) { if (Time.time - timeEntered > logInTime) { Debug.Log("ROTATE Mode activated"); Debug.Log("Player :" + playerArray[0] + " added."); ChangeState(ElementState.ROTATE); interactionManager.AddRotationInteraction(this, playerArray[0]); timeEntered = 0; } } }