void OnEnemyUpdate(NetworkMessage netMsg) { //Debug.Log("NET UPDATE RECEIVED"); PlayerUpdate enemyUpdate = netMsg.ReadMessage <PlayerUpdate>(); //TODO: not necessary for now, check later if it's worth it. enemy e = players[enemyUpdate.id].GetComponent <enemy>(); e.setRotation(enemyUpdate.rot); e.setDirection(enemyUpdate.dir.value, enemyUpdate.dir.b); e.setCorrection(enemyUpdate.pos); //e.setArmRotation(enemyUpdate.armRot); if (enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.one) { players[enemyUpdate.id].transform.localScale = Vector3.zero; } else if (!enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.zero) { players[enemyUpdate.id].transform.localScale = new Vector3(0.15f, 0.15f, 0.23f);; } if (enemyUpdate.kills != e.getKills()) { e.setKills(enemyUpdate.kills); if (e.getKills() > maxPoints) { setRecordHolder(enemyUpdate.id, e.getKills()); } else if (recordHolder == e.getId() && e.getKills() < maxPoints) { search4NewHolder(); } } }