namespace Oculus.Platform.Samples.VrHoops
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{
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using UnityEngine;
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using System.Collections;
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// This class listens for Input events to shoot a ball, and also notifies the P2PManager when
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// ball or scores needs to be synchronized to remote players.
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public class LocalPlayer : Player {
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public override uint Score
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{
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set
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{
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base.Score = value;
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if (PlatformManager.CurrentState == PlatformManager.State.PLAYING_A_NETWORKED_MATCH)
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{
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PlatformManager.P2P.SendScoreUpdate(base.Score);
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}
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}
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}
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void Update ()
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{
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GameObject newball = null;
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// if the player is holding a ball
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if (HasBall)
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{
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// check to see if the User is hitting the shoot button
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if (Input.GetButton("Fire1") || Input.GetKey(KeyCode.Space))
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{
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newball = ShootBall();
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}
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}
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// spawn a new held ball if we can
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else
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{
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newball = CheckSpawnBall();
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}
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if (newball && PlatformManager.CurrentState == PlatformManager.State.PLAYING_A_NETWORKED_MATCH)
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{
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PlatformManager.P2P.AddNetworkBall(newball);
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}
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}
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}
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}
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