Beispiel #1
0
    /// <summary>
    /// Begins the item selection phase, brings the cursors into existence, creates the object the player can select from
    /// </summary>
    private void BeginPickingPhase()
    {
        //Pull up the round UI
        roundUI.SetActive(true);

        //reactivate the cursors
        p1Cursor.SetActive(true);
        p2Cursor.SetActive(true);
        p1Cursor.GetComponent <ControlWithJoystick>().enabled = false;
        p2Cursor.GetComponent <ControlWithJoystick>().enabled = false;

        //reset the cursor editing propertry
        p1Cursor.GetComponent <StoreObjectToBuild>().editing = false;
        p2Cursor.GetComponent <StoreObjectToBuild>().editing = false;

        //Players become disabled
        playerOne.GetComponent <Player>().enabled = false;
        playerTwo.GetComponent <Player>().enabled = false;

        //Tint becomes enabled
        platformManager.GameStateBuilding();

        //Item indexes are reset
        itemIndex[0] = itemIndex[1] = 0;
        //Get the item
        //p1Cursor.GetComponent<StoreObjectToBuild>().obj = Instantiate(buildables[0], p1Cursor.transform);
        //p2Cursor.GetComponent<StoreObjectToBuild>().obj = Instantiate(buildables[0], p2Cursor.transform);

        p1Cursor.GetComponent <StoreObjectToBuild>().obj = playerOneItemCycle[0];
        p2Cursor.GetComponent <StoreObjectToBuild>().obj = playerTwoItemCycle[0];

        SetCycleStates(itemIndex[0], 1);
        SetCycleStates(itemIndex[1], 2);

        //start selection delay
        delayTimer = selectionTimeDelay;
    }