using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; public class DefaultDoor : NetworkBehaviour, IInteractable { [SyncVar] public bool state = false; public float maxAngle, speed; private float yAngle; public Transform door; // public List doorList; void Update() { yAngle = Mathf.Lerp(yAngle, (state ? 1f : 0f) * maxAngle, Time.deltaTime * speed); door.localRotation = Quaternion.Euler(0, yAngle, 0); // for (int i = 0; i < doorList.Count; i++) // { // float side = i % 2 > 0 ? 1 : -1; // doorList[i].localRotation = Quaternion.Euler(0, yAngle * side, 0); // } } public void Interact() { CmdInteract(); } [Command(requiresAuthority = false)] private void CmdInteract(NetworkConnectionToClient sender = null) { state = !state; } }