using System.Collections; using System.Collections.Generic; using UnityEngine; public class CharacterMovement : MonoBehaviour { public float Speed; GameObject localPlayer; public List Players = new List(); List Nearby = new List(); public float DistanceToWin; Camera cam; public AudioSource Cheer; private void Start() { localPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer; Players.Add(localPlayer); Nearby.Add(false); foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values) { Players.Add(curPlayer); Nearby.Add(false); } cam = localPlayer.GetComponentInChildren(); } public bool CheckNearby() { for (int i = 0; i < Players.Count; i++) { bool found = false; if ((localPlayer.transform.position - Players[i].transform.position).magnitude < DistanceToWin) { Greet(); found = true; } else { Player playerScript = Players[i].GetComponent(); foreach (GameObject dummy in playerScript.dummies) { if ((localPlayer.transform.position - dummy.transform.position).magnitude < DistanceToWin) { Greet(); found = true; } } } Nearby[i] = found; } return CheckWin(); } bool CheckWin() { for (int i = 0; i < Nearby.Count; i++) { if (Nearby[i] == false) { return false; } } return true; } public void Greet() { if (Cheer != null) { Cheer.Play(); } //Trigger animation } }