Updated Debug prefab to be the testing version

Update Inventory Selection to work with debug prefab
This commit is contained in:
Melbyj1125
2021-11-05 13:07:04 -05:00
parent 5375647063
commit 758f06f775
11 changed files with 77 additions and 107 deletions

View File

@@ -43,7 +43,7 @@ public class dBlink : NetworkBehaviour{
//blinks the player forwards
private void BlinkMove()
{
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
if (Input.GetMouseButton(1))
{

View File

@@ -21,7 +21,7 @@ public class dDash : NetworkBehaviour{
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E))
{

View File

@@ -23,7 +23,7 @@ public class dGrapplingHook : NetworkBehaviour
// Update is called once per frame
void Update()
{
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
{

View File

@@ -64,7 +64,7 @@ public class dKickController : NetworkBehaviour
private void OnCollisionEnter(Collision collision)
{
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
Vector3 direction = this.transform.forward;

View File

@@ -68,7 +68,7 @@ public class dWallRun : NetworkBehaviour
public void WallRunRoutine()
{
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
isWallRunning = false;