using Photon.Pun; using UnityEngine; public class SilenceHandler : MonoBehaviour { [Header("Settings")] public CodeAnimation codeAnim; private Player player; private CharacterData data; private void Start() { player = GetComponent(); data = player.data; } private void Update() { if (data.silenceTime > 0f) { data.silenceTime -= TimeHandler.deltaTime; if (!data.isSilenced) { StartSilence(); } } else if (data.isSilenced) { StopSilence(); } } private void StartSilence() { player.data.input.silencedInput = true; codeAnim.PlayIn(); data.isSilenced = true; } public void StopSilence() { player.data.input.silencedInput = false; if (codeAnim.currentState == CodeAnimationInstance.AnimationUse.In) { codeAnim.PlayOut(); } data.isSilenced = false; data.silenceTime = 0f; } private void OnDisable() { codeAnim.transform.localScale = Vector3.zero; } [PunRPC] public void RPCA_AddSilence(float f) { if (f > data.silenceTime) { data.silenceTime = f; } if (!data.isSilenced) { StartSilence(); } } }