using UnityEngine; namespace Oculus.Platform.Samples.VrHoops { public class LocalPlayer : Player { public override uint Score { set { base.Score = value; if (PlatformManager.CurrentState == PlatformManager.State.PLAYING_A_NETWORKED_MATCH) { PlatformManager.P2P.SendScoreUpdate(base.Score); } } } private void Update() { GameObject gameObject = null; if (base.HasBall) { if (Input.GetButton("Fire1") || Input.GetKey(KeyCode.Space)) { gameObject = ShootBall(); } } else { gameObject = CheckSpawnBall(); } if ((bool)gameObject && PlatformManager.CurrentState == PlatformManager.State.PLAYING_A_NETWORKED_MATCH) { PlatformManager.P2P.AddNetworkBall(gameObject); } } } }