public void Start()
 {
     character = CharacterHolder.Instance.MainCharacter;
     character.Show = true;
     character.MovementManager.Enable(true);
     character.EnableCamera(true);
     character.EnterPublicWorld(false);
     character.rigidbody.useGravity = false;
 }
 public void Start()
 {
     character = CharacterHolder.Instance.MainCharacter;
     character.transform.position = spawn.position;
     character.transform.rotation = Quaternion.identity;
     character.Show = true;
     character.MovementManager.Enable(true);
     character.EnableCamera(true);
     character.EnterPublicWorld(true);
 }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        platformClient =gameObject.GetComponent<PlatformGameClient>();
        gameReady = false;
        character = CharacterHolder.Instance.MainCharacter;
        character.transform.rotation = Quaternion.identity;
        character.Show = true;
        character.MovementManager.Enable(true);
        character.EnableCamera(false);
        character.transform.position = GameObject.Find("Spawn").transform.position;
        //character.cameras[character.CurrentCamera].enabled = false;
        character.EnterPublicWorld(true);
        character.rigidbody.useGravity = true;

        turn = 0;
        round = 1;

        settingPlatformsTime = 2f;
        settingFlagTime = 1f;
        settingPlatformsWhiteTime = 1f;
        movingPlatformsTime = 4f;
        //colorsForRound = new Dictionary<int, List<Color>>();
        platformsSet = false;
        randomColorIndex = -1;
        flag = GameObject.Find ("Flag");
        flagChanged = false;
        //colors = new Color[platformCounter];
        platforms = new GameObject[platformCounter];
        //indexes = new List<int> ();

        character = CharacterHolder.Instance.MainCharacter;
        character.gameObject.AddComponent("CharacterScript");

        colorsReady = false;
        SetupPlatforms();
        SetCharacters();

        if (coroutine1 == null) {
            coroutine1 = StartCoroutine (ChangeTexture ());
        }
    }