Update ClientInputSender.cs

dev-hazim
Hazim Bin Ijaz 2 days ago
parent b5037e59cb
commit 96422cf77e

@ -519,7 +519,7 @@ namespace Unity.BossRoom.Gameplay.UserInput
{
//IsPointerOverGameObject() is a simple way to determine if the mouse is over a UI element. If it is, we don't perform mouse input logic,
//to model the button "blocking" mouse clicks from falling through and interacting with the world.
bool isCharacterClicked = false;
if (Input.GetMouseButtonDown(1))
{
RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick);
@ -529,7 +529,6 @@ namespace Unity.BossRoom.Gameplay.UserInput
{
var ray = m_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition);
int hits = Physics.RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_ActionLayerMask);
if (hits > 0)
{
for (int i = 0; i < hits; i++)
@ -538,23 +537,21 @@ namespace Unity.BossRoom.Gameplay.UserInput
targetNetObj != m_ServerCharacter.NetworkObject)
{
// Check if the target is a valid ServerCharacter
if (!targetNetObj.TryGetComponent(out ServerCharacter targetCharacter))
if (targetNetObj.TryGetComponent(out ServerCharacter targetCharacter))
{
Debug.LogError("SwapAction failed: Target is not a valid ServerCharacter!");
return;
// Initiate the swap
targetCharacter.NotifySwapRequestRpc(m_ServerCharacter.NetworkObjectId);
Debug.Log($"Swap request sent to {targetCharacter.name}.");
isCharacterClicked = true;
break; // Exit the loop after initiating the swap
}
// Notify the target player about the swap request
targetCharacter.NotifySwapRequestRpc(m_ServerCharacter.NetworkObjectId);
Debug.Log($"Swap request sent to {targetCharacter.name}.");
return; // Exit loop after sending the request
}
}
}
}
else if(Input.GetMouseButtonDown(0))
if(!isCharacterClicked && Input.GetMouseButtonDown(0))
{
m_MoveRequest = true; // Set move request for holding left-click
}

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