AssignAsTagObject









How do I use Assign As Tag Object
Below are practical examples compiled from projects for learning and reference purposes

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Line Code Ex..
110 if (this.AssignAsTagObject) 1

File name: PickupController.cs Copy
73     // Are we jumping? (Initiated with jump button and not grounded yet)
77     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81     // When did the user start walking (Used for going into trot after a while)
87     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101     void Awake()
102     {
103         // PUN: automatically determine isControllable, if this GO has a PhotonView
104         PhotonView pv = this.gameObject.GetComponent();
105         if (pv != null)
106         {
107             isControllable = pv.isMine;
108
109             // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110             if (this.AssignAsTagObject)
111             {
112                 pv.owner.TagObject = this.gameObject;
113             }
114
115             // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116             if (pv.observed is Transform && !DoRotate)
117             {
118                 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119             }
120         }
121
122
123         moveDirection = transform.TransformDirection(Vector3.forward);
124
125         _animation = GetComponent();
126         if (!_animation)
127             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129         if (!idleAnimation)
130         {
131             _animation = null;
132             Debug.Log("No idle animation found. Turning off animations.");
133         }
134         if (!walkAnimation)
135         {
136             _animation = null;
137             Debug.Log("No walk animation found. Turning off animations.");
138         }
139         if (!runAnimation)
140         {
141             _animation = null;
142             Debug.Log("No run animation found. Turning off animations.");
143         }
144         if (!jumpPoseAnimation && canJump)
145         {
146             _animation = null;
147             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148         }
149     }

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