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using Photon.Pun;
using UnityEngine;
public class SpawnedAttack : MonoBehaviour
{
public Player spawner;
public int attackLevel;
public int attackID;
public PhotonView view;
private void Awake()
{
view = GetComponent<PhotonView>();
}
[PunRPC]
public void RPCA_SetSpawner(int spawnerID)
{
spawner = PhotonNetwork.GetPhotonView(spawnerID).GetComponent<Player>();
}
public void CopySpawnedAttackTo(GameObject to)
{
SpawnedAttack spawnedAttack = to.GetComponent<SpawnedAttack>();
if (!spawnedAttack)
{
spawnedAttack = to.AddComponent<SpawnedAttack>();
}
spawnedAttack.spawner = spawner;
spawnedAttack.attackLevel = attackLevel;
}
public void SetColor(Color color)
{
TrailRenderer[] componentsInChildren = GetComponentsInChildren<TrailRenderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].startColor = color;
componentsInChildren[i].endColor = color;
}
ProjectileHit component = GetComponent<ProjectileHit>();
if ((bool)component)
{
component.projectileColor = color;
}
}
public bool IsMine()
{
if ((bool)view)
{
return view.IsMine;
}
if ((bool)spawner)
{
return spawner.data.view.IsMine;
}
return false;
}
}
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