Fixed the elevator for multiplayer

This commit is contained in:
mxssw 2025-11-17 22:13:37 +02:00
parent ef3b4c363e
commit 47d37f2b7f
4 changed files with 6 additions and 6 deletions

View File

@ -156,7 +156,7 @@ public class ElevatorBox : NetworkBehaviour
Debug.Log("Calling Lift transfer sequence"); Debug.Log("Calling Lift transfer sequence");
switch (targetFloor) switch (currentFloor)
{ {
case int f when f == floors[0].floorNumber: case int f when f == floors[0].floorNumber:
targetFloor = floors[1].floorNumber; targetFloor = floors[1].floorNumber;

View File

@ -55,7 +55,7 @@ namespace _PROJECT.NewHandPresence
var devices = new List<InputDevice>(); var devices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices); InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
Debug.Log("Found devices: " + devices.Count); //Debug.Log("Found devices: " + devices.Count);
if (devices.Count <= 0) return; if (devices.Count <= 0) return;

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@ -148,11 +148,11 @@ public class FirstPersonOcclusion : MonoBehaviour
if (isHit) if (isHit)
{ {
lineCastHitCount++; lineCastHitCount++;
Debug.DrawLine(Start, End, Color.red); //Debug.DrawLine(Start, End, Color.red);
} }
else else
{ {
Debug.DrawLine(Start, End, colour); //Debug.DrawLine(Start, End, colour);
} }
} }