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