private void RpcSyncPowerstate(Vector3 _pos, bool _isPowered) { Point _point = VectorToPoint(_pos); TileScript _tile = LevelManager.Instance.Tiles [_point]; SystemScript _sysScr = _tile.GetSystem(); _sysScr.ReceivePowerUpdate(_isPowered); /* * //weapons * if (_type == 1) { * //WeaponScript _weapon = LevelManager.Instance.Tiles [_point].transform.GetChild (0).GetComponent <WeaponScript> (); * WeaponScript _weapon = _tile.transform.GetChild (0).GetComponent <WeaponScript> (); * //should perhaps be done by function * //_weapon.IsPowered = _isPowered; * _weapon.FirePower (_isPowered); * * //engines and other systems? //-> interface! * } else if (_type == 2) { * EngineScript _engine = _tile.transform.GetChild (1).GetChild (0).GetComponent <EngineScript> (); * _engine.SyncedPower (_isPowered); * } */ }