void RpcUpdateFlashLightStatus(bool status) { PlayerFlashLight flashlight = playerGameObject.GetComponent <PlayerFlashLight>(); if (flashlight != null) { flashlight.ToggleFlashLight(status); } }
// Start is called before the first frame update void Start() { //Start settings motor = GetComponent <PlayerMotor>(); flashLight = GetComponent <PlayerFlashLight>(); attributes = GetComponent <PlayerAttributes>(); gameManager = GameObject.FindGameObjectWithTag("GameController"); DisableCursor(); }
public void CmdUpdateFlashLightStatus(bool flashLightStatus) { Debug.Log("CMD: Update Flash Light Status"); PlayerFlashLight flashlight = playerGameObject.GetComponent <PlayerFlashLight>(); if (flashlight != null) { RpcUpdateFlashLightStatus(flashLightStatus); } }
//Creates current skill id levels void Awake() { gameManager = GameObject.FindGameObjectWithTag("GameController"); netUtils = gameManager.GetComponent <NetworkUtils>(); skillController = gameManager.GetComponent <PlayerSkillController>(); allSkills = skillController.GetAllSkills(); currentSkillIDLevels = new int[allSkills.Length]; flashlight = GetComponent <PlayerFlashLight>(); attributes = GetComponent <PlayerAttributes>(); controller = GetComponent <PlayerController>(); }
public void CmdUpdateFlashLightBattery(float flashLightBattery, float flashLightMaxBattery) { Debug.Log("CMD: Update Flash Light Battery"); PlayerFlashLight flashlight = playerGameObject.GetComponent <PlayerFlashLight>(); if (flashlight != null) { RpcUpdateFlashLightBattery(flashLightBattery, flashLightMaxBattery); flashlight.SetFlashLightCharge(flashLightBattery); flashlight.SetMaxFlashLightCharge(flashLightMaxBattery); } }
void RpcUpdateFlashLightBattery(float flashLightBattery, float flashLightMaxBattery) { PlayerFlashLight flashlight = playerGameObject.GetComponent <PlayerFlashLight>(); if (flashlight != null) { //Only sync for local player, prevents incorrect data being synced, fixes issue #5 on GitHub if (hasAuthority) { return; } flashlight.SetFlashLightCharge(flashLightBattery); flashlight.SetMaxFlashLightCharge(flashLightMaxBattery); } }
//Function to update all commands and refresh all clients, useful for when a new player joins void Resync() { CmdUpdateEnvironment(); CmdChangePlayerName("Player" + Random.Range(1, 100)); CmdUpdatePlayerSkillPoints(); PlayerFlashLight flashlight = playerGameObject.GetComponent <PlayerFlashLight>(); if (flashlight != null) { CmdUpdateFlashLightStatus(flashlight.flashLightStatus); CmdUpdateFlashLightBattery(flashlight.GetFlashLightCharge(), flashlight.GetMaxFlashLightCharge()); } PlayerAttributes attributes = playerGameObject.GetComponent <PlayerAttributes>(); if (attributes != null) { CmdUpdatePlayerAttributes(attributes.GetHealth(), attributes.GetMaxHealth(), attributes.GetStamina(), attributes.GetMaxStamina()); } }