Fixing networked interaction handler

This commit is contained in:
sebastianhampel1 2023-06-15 12:11:38 -04:00
parent f553471278
commit 990d992276
2 changed files with 13 additions and 20 deletions

View File

@ -48,17 +48,10 @@ namespace Item
private GameObject targetObject;
private float timeSinceLightDuration;
public bool IsLightOn => targetingLight.gameObject.activeSelf;
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
public override void OnStartClient()
{
base.OnStartClient();
if (!IsOwner)
{
this.enabled = false;
}
}
// Start is called before the first frame update
private void Start()
{

View File

@ -48,16 +48,16 @@ public class PlayerInteractionHandler : NetworkBehaviour
public Item.Inventory Inventory => invent;
public bool IsCarrying => heavyInvent != null;
public bool GunEnabled { get; private set; }
public Transform CarryingPos => carryingPos;
private bool inputEnbaled = true;
public override void OnStartClient()
{
base.OnStartClient();
if (!base.IsOwner)
{
this.enabled = false;
}
inputEnbaled = IsOwner;
}
// Start is called before the first frame update
@ -87,9 +87,9 @@ public class PlayerInteractionHandler : NetworkBehaviour
return;
}
if (manager.IsPaused || isDead) return;
if ((manager.IsPaused || isDead)&&!inputEnbaled) return;
if (Input.GetButtonDown("Fire1") || fireDown.IsDown())
if ((Input.GetButtonDown("Fire1") || fireDown.IsDown())&&inputEnbaled)
{
if (GunEnabled)
{
@ -169,7 +169,7 @@ public class PlayerInteractionHandler : NetworkBehaviour
}
}
if (Input.GetButtonDown("Fire2"))
if (Input.GetButtonDown("Fire2")&&inputEnbaled)
{
//print(this.GunEnabled);
if (!GunEnabled)
@ -185,7 +185,7 @@ public class PlayerInteractionHandler : NetworkBehaviour
}
}
if (Input.GetButtonDown("Fire3"))
if (Input.GetButtonDown("Fire3")&&inputEnbaled)
if (!IsCarrying)
{
GunEnabled = !GunEnabled;
@ -201,14 +201,14 @@ public class PlayerInteractionHandler : NetworkBehaviour
DisableFlashlight();
var aimAxis = Input.GetAxis("Aim");
if (aimAxis > 0.5f)
pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
else
pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
}
shift.SetCenter(!GunEnabled);
if(!inputEnbaled)
shift.SetCenter(!GunEnabled);
}