using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Networking.Client;
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public class ShootingCannon : MonoBehaviour
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{
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public bool shootingRight;
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public GameObject shootingObject;
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public ConnectedClients clientData;
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bool characterOnBelt = false;
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GameObject player;
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string charname;
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private List<string> Names;
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private void Start()
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{
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for (int i = 0; i < clientData.AllClients.Count; i++)
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{
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Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)");
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}
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}
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void OnTriggerEnter(Collider other)
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{
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for (int i = 0; i < Names.Count; i++)
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{
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if (other.gameObject.name == Names[i])
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{
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characterOnBelt = true;
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charname = other.gameObject.name;
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}
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}
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}
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public void Animate()
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{
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Vector3 position = new Vector3(0.0f, 1.338f, 0.25f);
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GameObject shot = Instantiate(shootingObject, position, Quaternion.identity);
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player = GameObject.Find(charname);
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if(shootingRight == true)
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{
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player.GetComponent<Character>().CannonRMove(Direction.Forward, 1.0f);
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}
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else
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{
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player.GetComponent<Character>().CannonLMove(Direction.Forward, 1.0f);
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}
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}
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}
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