void FixedUpdate()
    {
        if (!ninjaBehaviour.AmIMyself())
        {
            // Avoid messing with objects owned by the other player.
            return;
        }

        switch (state)
        {
        case State.Pouncing:
            pounceForwardWithSwordInHand();
            break;

        case State.Blocking:
            standStillBlockingAttacks();
            break;

        case State.ReadyToFight:
            handleUserInput();
            break;
        }

        if (stateResetTime < Time.time && state != State.ReadyToFight)
        {
            state = State.ReadyToFight;
            pokerAnimation.Stand();
        }
    }
示例#2
0
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Sword")
     {
         if (ninjaBehaviour.AmIMyself())
         {
             networkView.RPC("OnPoked", RPCMode.All, ninjaWalker.IsBlocking());
         }
     }
 }