Created
October 6, 2017 06:58
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PlayerMove.cs Snippet: Flag placing and removal checks and sending of network messages for flag related functions.
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if(Input.GetKey(KeyCode.E) && playerFlagPlaced == true) | |
{ | |
/*if(Physics.Raycast(ray, out hit, 50)) | |
{ | |
pickup = true; | |
} | |
} | |
else | |
{ | |
pickup = false;*/ | |
if (checkFlagRange()) | |
{ | |
removeFlag (); | |
} | |
} | |
public void removeFlag() | |
{ | |
inTrigger = false; | |
PlayerFlagMessage m = new PlayerFlagMessage (); | |
m.position = flagShortest.transform.position; | |
NetworkManager.singleton.client.Send (LevelMsgType.PlayerFlagRequest, m); | |
} | |
// Returns true if a flag is within range. | |
public bool checkFlagRange() | |
{ | |
if (flagTimer < 1) | |
{ | |
GameObject[] flagList = GameObject.FindGameObjectsWithTag ("Flag"); | |
float distanceShortest = 1000; | |
foreach (GameObject flag in flagList) { | |
float distance = Vector3.Distance (flag.transform.position, this.transform.position); | |
if (distance < distanceShortest) { | |
distanceShortest = distance; | |
flagShortest = flag; | |
} | |
} | |
if (distanceShortest < 3.5f) | |
{ | |
checkFlagRangeLast = true; | |
return true; | |
flagTimer = 30; | |
} | |
flagTimer = 30; | |
checkFlagRangeLast = false; | |
return false; | |
} | |
else | |
{ | |
return checkFlagRangeLast; | |
} | |
} | |
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