|
|
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Networking.Client;
- using Networking.Server;
-
- public class ConveyorBelt : MonoBehaviour
- {
- public ClientList clientData;
- bool characterOnBelt = false;
- GameObject player;
- string charname;
- public List<string> Names = new List<string>();
- public bool left;
- public bool forward;
- public bool triggeranimate;
-
- private void Update()
- {
- //for testing purposes
- if (triggeranimate == true)
- {
- Animate();
- triggeranimate = false;
- }
- }
-
- private void Start()
- {
- for (int i = 0; i < clientData.ConnectedClients.Count; i++)
- {
- Names.Add(clientData.ConnectedClients[i].characterAnimal + "(Clone)");
- }
- }
- void OnTriggerEnter(Collider other)
- {
- for (int i = 0; i < Names.Count; i++)
- {
- if (other.gameObject.name == Names[i])
- {
- characterOnBelt = true;
- charname = other.gameObject.name;
- }
- }
- }
-
- public void Animate()
- {
- player = GameObject.Find(charname);
-
- if(forward == true)
- {
- player.GetComponent<Character>().conveyorMoveForward(Direction.Forward, 1.0f);
- }
- else if (forward == false)
- {
- player.GetComponent<Character>().conveyorMoveBackward(Direction.Forward, 1.0f);
- }
- else if (left == true)
- {
- player.GetComponent<Character>().conveyorMoveLeft(Direction.Forward, 1.0f);
- }
- else if (left == false)
- {
- player.GetComponent<Character>().conveyorMoveRight(Direction.Forward, 1.0f);
- }
- }
- }
|