namespacing and multiplayer lobby

This commit is contained in:
2023-06-01 14:25:46 -04:00
parent 1d4a6319e9
commit 3e1b55b036
37 changed files with 2962 additions and 785 deletions

View File

@ -44,7 +44,7 @@ public class DoorInteractable : HeavyItemReceiver
//print("DIST:" + dist);
if (dist <= minAttractDist)
{
var _i = PlayerInteractionHandler.instance.Inventory;
var _i = Player.PlayerInteractionHandler.instance.Inventory;
Interact(ref _i, ref item);
return true;
}

View File

@ -62,7 +62,7 @@ public class PistolComponent : MonoBehaviour
{
if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
shootLight.gameObject.SetActive(false);
if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = PlayerAim.active.targetPosition;
if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
if (IsEnabled && aimMode != AimMode.CAMERA)
{
var ray = new Ray(transform.position, transform.up);
@ -144,7 +144,7 @@ public class PistolComponent : MonoBehaviour
if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
{
var ballCamVector = targetObject.transform.position -
GetComponentInParent<PlayerMovementController>().cam.transform.position;
GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
var r = new Ray();
r.origin = targetObject.transform.position;
r.direction = ballCamVector.normalized;
@ -157,7 +157,7 @@ public class PistolComponent : MonoBehaviour
}
else if (aimMode == AimMode.CAMERA)
{
var target = PlayerAim.active.targetPosition;
var target = Player.PlayerAim.active.targetPosition;
var lv = target - pRigid.transform.position;
launchVector = lv.normalized;

View File

@ -18,7 +18,7 @@ public class SpecialItemCycler : MonoBehaviour
[SerializeField] private List<ItemImageRef> shootableItems = new();
[SerializeField] private PlayerInteractionHandler interactionHandler;
[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
[SerializeField] private PistolComponent pistol;