private void SyncState(SpriteStates oldVar, SpriteStates newVar) { spriteForClient = newVar; //do your thing //all clients will be updated with this SetSprite(); }
/// <summary> /// Resets values. /// </summary> public static void ResetValues() { DebugEx.Verbose("Assets.Common.Popups.ResetValues()"); TextStyles.ResetValues(); Textures.ResetValues(); SpriteStates.ResetValues(); }
/// <summary> /// Resets values. /// </summary> public static void ResetValues() { DebugEx.Verbose("Assets.Common.DockWidgets.ResetValues()"); Colors.ResetValues(); TextStyles.ResetValues(); Textures.ResetValues(); SpriteStates.ResetValues(); }
private void SyncState(SpriteStates oldVar, SpriteStates newVar) { spriteForClient = newVar; //do your thing //all clients will be updated with this switch (spriteForClient) { case SpriteStates.Box: spriteRender.sprite = box; break; case SpriteStates.BoxCable: spriteRender.sprite = boxCable; break; case SpriteStates.BoxCircuit: spriteRender.sprite = boxCircuit; break; } }
private void ServerChangeSprite(SpriteStates newVar) { spriteForClient = newVar; }
void Start() { currentState = SpriteStates.UNTRACKED; }
public void LostSprite() { currentState = SpriteStates.UNTRACKED; }
public void FoundSprite() { currentState = SpriteStates.TRACKED; //Debug.Break(); }