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start SS3D.exe -ip=serverAddress -ckey=clientUserName -skipintro
/// <summary>
/// The "-serveronly" arg in the executable.
/// </summary>
public const string ServerOnly = "-serveronly";
/// <summary>
/// The "-host" arg in the executable.
/// </summary>
public const string Host = "-host";
/// <summary>
/// String.
/// </summary>
public const string Ip = "-ip=";
/// <summary>
/// String.
/// This is temporary, in production use, this will not exist,
/// and be replaced by the token, and then the server will get the Username.
/// </summary>
public const string Ckey = "-ckey=";
/// <summary>
/// String.
/// in production this will be sent by the Hub to the client executable.
/// </summary>
public const string AccessToken = "-token=";
/// <summary>
/// Bool.
/// Skips the intro.
/// </summary>
public const string SkipIntro = "-skipintro";
/// <summary>
/// Bool.
/// Disables the discord integration.
/// </summary>
public const string EnableDiscordIntegration = "-enablediscordintegration";

public void Update()
{
if (Input.GetKeyDown(KeyCode.space))
{
// Run some Debug.Log() or some logic
}
} public void Update()
{
if (Input.GetKeyDown(KeyCode.L))
{
Debug.Log("updating left container");
var container = FindObjectsOfType<AttachedContainer>()
.Where(x => x.gameObject.name == "leftcontainer").First();
UpdateContainer(container);
}
} void OnDisable()
{
// If object will destroy in the end of current frame...
if (gameObject.activeInHierarchy)
{
Debug.LogError("Log an error with a stack trace in debug mode");
}
}start SS3D.exe -host -ckey=hostUsername -skipintrostart SS3D.exe -host -ckey=hostUsername -skipintroThis guide has for objectives to set common good practices for Maintainers to follow before merging a pull request. Also useful for contributors who want to know about our expectations.
This page describes how testing framework.
start SS3D.exe -serverOnly public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
ChangeColors(_idleColor, animator, stateInfo, layerIndex);
}/ublic override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.IsName(Opening))
{
ChangeColors(_openingColor, animator, stateInfo, layerIndex);
}
if (stateInfo.IsName(Closing))
{
ChangeColors(_closingColor, animator, stateInfo, layerIndex);
}
}
private void ChangeColors(Color color, Animator animator)
{
var renderers = animator.GetComponent<AirLockOpener>().MeshesToColor;
var skinnedRenderers = animator.GetComponent<AirLockOpener>().SkinnedMeshesToColor;
foreach (var renderer in renderers)
{
renderer.materials[DOOR_LIGHT_MATERIAL_INDEX].color = color;
}
foreach (var skinnedRenderer in skinnedRenderers)
{
if (color == _openingColor)
{
skinnedRenderer.SetBlendShapeWeight(1, 100);
skinnedRenderer.SetBlendShapeWeight(2, 0);
}
else if (color == _closingColor)
{
skinnedRenderer.SetBlendShapeWeight(1, 0);
skinnedRenderer.SetBlendShapeWeight(2, 100);
}
else
{
skinnedRenderer.SetBlendShapeWeight(1, 0);
skinnedRenderer.SetBlendShapeWeight(2, 0);
}
}
}

