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DevPerks.cs
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DevPerks.cs
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using UnityEngine;
using System.Collections;
public class DevPerks : MonoBehaviour {
#region
private float lastSynchronizationTime = 0f;
private float syncDelay = 0f;
private float syncTime = 0f;
private Vector3 syncStartPosition = Vector3.zero;
private Vector3 syncEndPosition = Vector3.zero;
private Quaternion roatation = Quaternion.identity;
private Quaternion qSrot = Quaternion.identity;
private Quaternion qErot = Quaternion.identity;
#endregion
private Quaternion lookRotation;
private float rotationSpeed;
Vector3 direction;
NetworkManager nManager;
NetworkView nView;
Material mat;
// Use this for initialization
void Start ()
{
mat = GetComponent<Material>();
nView = GetComponent<NetworkView>();
nManager = GameObject.FindGameObjectWithTag("GM/NM").GetComponent<NetworkManager>();
if (nView.isMine)
{
if (nManager.playeName == "Danker")
{
nView.RPC("ShowDev", RPCMode.All, true);
}
else
{
nView.RPC("ShowDev", RPCMode.All, false);
}
}
}
// Update is called once per frame
void Update ()
{
if (nView.isMine)
{
}
else
{
// SyncedMovement();
}
Transform target = transform.parent;
direction = (target.transform.position - transform.position).normalized;
lookRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 3);
transform.Translate(Vector3.forward * 20 * Time.deltaTime);
ColorChange();
}
void ColorChange()
{
Color color = new Color();
color.r += (1 * Time.deltaTime);
color.g += (1.5f * Time.deltaTime);
color.r += (2 * Time.deltaTime);
if (color.r >= 255)
{
color.r = 0;
}
if (color.g >= 255)
{
color.g = 255;
}
if (color.b >= 255)
{
color.b = 255;
}
mat.color = color;
}
[RPC]
void ShowDev(bool show, NetworkMessageInfo info)
{
MeshRenderer mRenderer = info.networkView.GetComponent<MeshRenderer>();
mRenderer.enabled = show;
}
#region NetworkSyncing
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
Vector3 syncPosition = Vector3.zero;
Quaternion rot = Quaternion.identity;
if (stream.isWriting)
{
syncPosition = transform.position;
rot = transform.rotation;
stream.Serialize(ref syncPosition);
stream.Serialize(ref rot);
}
else
{
stream.Serialize(ref syncPosition);
stream.Serialize(ref rot);
syncTime = 0f;
syncDelay = Time.time - lastSynchronizationTime;
lastSynchronizationTime = Time.time;
syncStartPosition = transform.position;
syncEndPosition = syncPosition;
qSrot = transform.rotation;
qErot = rot;
}
}
private void SyncedMovement()
{
syncTime += Time.deltaTime;
transform.position = Vector3.Lerp(syncStartPosition, syncEndPosition, syncTime / syncDelay);
transform.rotation = Quaternion.Lerp(qSrot, qErot, syncTime / syncDelay);
}
#endregion
}