Hello I'm from Brazil, I wonder how I make this script work on online Photon, I do not know much functions photon wanted to help if someone could remake the script and tell me I will thank a lot.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(PhotonView))]
public class carlights : bl_PhotonHelper {
public Renderer brakelights;
public Material brakelightON;
public Material brakelightOFF;
public Renderer headlights;
public Material headlightsON;
public Material headlightsOFF;
public Renderer turnSignalLEFT;
public Renderer turnSignalRIGHT;
public Material turnsignalON;
public Material turnsignalOFF;
public Light spotlightLEFT;
public Light spotlightRIGHT;
private bool rightSignalON = false;
private bool leftSignalON = false;
private PhotonView view = null;
// Use this for initialization
void Start () {
}
[PunRPC]// Update is called once per frame
void Update ()
{
//braking//
if(Input.GetKey(KeyCode.DownArrow))
{
brakelights.material = brakelightON;
}
//not braking//
else
{
brakelights.material = brakelightOFF;
}
//headlights on/off//
if(Input.GetKeyDown("1"))
{
headlights.material = headlightsON;
spotlightLEFT.intensity = 8f;
spotlightRIGHT.intensity = 8f;
}
if(Input.GetKeyDown("2"))
{
headlights.material = headlightsOFF;
spotlightLEFT.intensity = 0f;
spotlightRIGHT.intensity = 0f;
}
//steer right//
if(Input.GetKey(KeyCode.RightArrow))
{
turnSignalRIGHT.material = turnsignalON;
turnSignalLEFT.material = turnsignalOFF;
rightSignalON = true;
leftSignalON = false;
}
else if(Input.GetKey(KeyCode.LeftArrow))
{
turnSignalRIGHT.material = turnsignalOFF;
turnSignalLEFT.material = turnsignalON;
rightSignalON = false;
leftSignalON = true;
}
else
{
turnSignalRIGHT.material = turnsignalOFF;
turnSignalLEFT.material = turnsignalOFF;
rightSignalON = false;
leftSignalON = false;
}
if(leftSignalON)
{
float floor = 0f;
float ceiling = 1f;
float emission = floor + Mathf.PingPong(Time.time*2f, ceiling - floor);
turnSignalLEFT.material.SetColor("_EmissionColor",new Color(1f,1f,1f)*emission);
}
if(rightSignalON)
{
float floor = 0f;
float ceiling = 1f;
float emission = floor + Mathf.PingPong(Time.time*2f, ceiling - floor);
turnSignalRIGHT.material.SetColor("_EmissionColor",new Color(1f,1f,1f)*emission);
}
}
}