public void CmdSetSoundObjectDrawingSequence(NetworkInstanceId objid, bool val) { GameObject obj = NetworkServer.objects [objid].gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); acts.setDrawingSequence(val); }
public void CmdToggleSoundObjectLoopingState(NetworkInstanceId objid) { GameObject obj = NetworkServer.objects [objid].gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); acts.toggleLooping(); }
public void CmdSetSoundObjectRecorder(NetworkInstanceId objid, bool state) { GameObject obj = NetworkServer.objects [objid].gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); acts.setRecorder(netId, state); }
public void CmdQuitLineForOwner(NetworkInstanceId objid) { GameObject obj = NetworkServer.objects [objid].gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); acts.soundOwnerOut(netId); }
public void CmdDestroyObject(NetworkInstanceId objid) { NetworkIdentity netid = NetworkServer.objects [objid]; GameObject obj = netid.gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); if (acts.m_looping) { CmdToggleSoundObjectLoopingState(objid); } NetworkServer.Destroy(NetworkServer.objects [objid].gameObject); }
/// <summary> /// Spawn word and non verbal object /// </summary> /// <param name="sound">Wordinfo. Spawn as non verbal if sound.word equals ""</param> /// <param name="isNewObject">Will have authority if it is newly generated.</param> public void spawnSoundObject(WordInfo sound, bool isNewObject) { GameObject soundobj; if (string.IsNullOrEmpty(sound.word)) { soundobj = (GameObject)Instantiate(nonVerbalPrefab); } else { soundobj = (GameObject)Instantiate(wordPrefab); } soundobj.transform.position = sound.pos; soundobj.transform.rotation = sound.rot; SoundObjectActs soundscript = soundobj.GetComponent <SoundObjectActs> (); if (soundscript is WordActs) { ((WordActs)soundscript).m_wordstr = sound.word; ((WordActs)soundscript).m_scale = sound.scale; } soundscript.m_serverFileName = sound.clipfn; if (sound.looping) { soundscript.m_looping = true; soundscript.m_sequencer.playtriggers = sound.playerTriggers; soundscript.m_sequencer.loadedFromScene = true; if (sound.scrubs != null) { soundscript.m_sequencer.scrubs = sound.scrubs; } soundscript.m_sequencer.path = sound.path; } if (isNewObject) { soundscript.m_newSpawn = true; soundscript.m_creator = netId.Value; Debug.Log(connectionToClient.connectionId); NetworkServer.SpawnWithClientAuthority(soundobj, connectionToClient); } else { NetworkServer.Spawn(soundobj); } }
public void CmdActivateTimedDestroy(NetworkInstanceId objid) { NetworkIdentity netid = NetworkServer.objects [objid]; GameObject obj = netid.gameObject; TimedDestroy destroyscript = obj.GetComponent <TimedDestroy> (); if (destroyscript) { SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); if (acts.m_looping) { CmdToggleSoundObjectLoopingState(objid); } destroyscript.RpcActivate(); } else { CmdDestroyObject(objid); } }
public void CmdAssignObjectAuthority(NetworkInstanceId netInstanceId) { // Assign authority of this objects network instance id to the client bool success = false; GameObject obj = NetworkServer.objects [netInstanceId].gameObject; SoundObjectActs acts = obj.GetComponent <SoundObjectActs> (); // Debug.Log ("Assign authority for " + netId); if (acts == null || acts.m_recorder == 0) { success = NetworkServer.objects [netInstanceId].AssignClientAuthority(connectionToClient); } if (success) { Debug.Log("Successfully assigned authority to " + netInstanceId); } else { Debug.Log("could not assign authority"); } }
void Awake() { m_acts = gameObject.GetComponent <SoundObjectActs> (); }