Created
June 17, 2019 00:00
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Update PlayerWeapon.cs to use SyncProperty to sync player's currentWeapon Index
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using System.Collections; | |
using System.Collections.Generic; | |
using SWNetwork; | |
using UnityEngine; | |
public class PlayerWeapon : MonoBehaviour | |
{ | |
public int CurrentWeapon = 0; | |
public List<Gun> Guns; | |
Player player; | |
NetworkID networkID; | |
SyncPropertyAgent syncPropertyAgent; | |
const string CURRENT_WEAPON = "CurrentWeapon"; | |
private void Start() | |
{ | |
player = GetComponent<Player>(); | |
syncPropertyAgent = GetComponent<SyncPropertyAgent>(); | |
networkID = GetComponent<NetworkID>(); | |
if (networkID.IsMine) | |
{ | |
for (int i = 0; i < Guns.Count; i++) | |
{ | |
Guns[i].AssignIndex(i); | |
} | |
ActivateWeapon(); | |
} | |
} | |
void Update() | |
{ | |
if (player.Dead || !networkID.IsMine) | |
{ | |
return; | |
} | |
if (Input.GetKeyUp(KeyCode.Alpha1)) | |
{ | |
syncPropertyAgent.Modify(CURRENT_WEAPON, 0); | |
} | |
else if (Input.GetKeyUp(KeyCode.Alpha2)) | |
{ | |
syncPropertyAgent.Modify(CURRENT_WEAPON, 1); | |
} | |
if (Input.GetButton("Fire1")) | |
{ | |
Guns[CurrentWeapon].Fire(); | |
} | |
} | |
public void ActivateWeapon() | |
{ | |
CurrentWeapon = syncPropertyAgent.GetPropertyWithName(CURRENT_WEAPON).GetIntValue(); | |
for (int i = 0; i < Guns.Count; i++) | |
{ | |
if (i == CurrentWeapon) | |
{ | |
Guns[i].gameObject.SetActive(true); | |
} | |
else | |
{ | |
Guns[i].gameObject.SetActive(false); | |
} | |
} | |
} | |
} |
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