public PlayerData(PlayerInputConfiguration input, int characterIndex, int playerIndex, PlayerSounds sounds)
 {
     this.input          = input;
     this.characterIndex = characterIndex;
     this.playerIndex    = playerIndex;
     this.sounds         = sounds;
 }
Beispiel #2
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    PlayerInputConfiguration CreatePlayer(PlayerActions actions, CharacterSelectActions characterSelectActions)
    {
        if (players.Count < container.MAX_PLAYERS)
        {
            int index = container.GetAvailablePlayerIndex();
            PlayerInputConfiguration player = new PlayerInputConfiguration(index, actions, players.Count + 1);
            players.Add(player);

            playerJoin.Join(index, characterSelectActions);
            return(player);
        }
        return(null);
    }
 public CharacterSelection Initialize(int playerIndex, PlayerInputConfiguration input, Action lockInCallback)
 {
     this.playerIndex = playerIndex;
     text.sprite      = playerTexts[playerIndex];
     selectedPlayer   = UnityEngine.Random.Range(0, 4);
     Select();
     active      = true;
     this.input  = input;
     audioSource = GameObject.FindGameObjectWithTag("CSManager").GetComponent <AudioSource>();
     audioSource.PlayOneShot(joinClip, 1f);
     this.lockInCallback = lockInCallback;
     return(this);
 }
Beispiel #4
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    private void Awake()
    {
        controller = GetComponent <CharacterController>();
        player     = GetComponent <Player>();
        jump       = GetComponent <JumpPlayer>();
        attack     = GetComponent <MainAttackPlayer>();

        touchControl             = FindObjectOfType <TouchControl>();
        playerInputConfiguration = GetComponent <PlayerInputConfiguration>();

        maxMoveSpeed = moveSpeed;

        InitializeInput();

        camTransform = Camera.main.transform;
    }
Beispiel #5
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    void Awake()
    {
        controller               = GetComponent <CharacterController>();
        player                   = GetComponent <Player>();
        attack                   = GetComponent <MainAttackPlayer>();
        touchControl             = GameObject.FindObjectOfType <TouchControl>();
        playerInputConfiguration = GetComponent <PlayerInputConfiguration>();


        InitializeInput();


        slopeLimit     = controller.slopeLimit;
        jumpSlopeLimit = Mathf.Clamp(controller.slopeLimit * 2, 0f, 90f);

        maxJumpCount = jumpCount;
    }
Beispiel #6
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    void Awake()
    {
        player = GetComponent <Player>();
        playerInputConfiguration = GetComponent <PlayerInputConfiguration>();
        touchControl             = GameObject.FindObjectOfType <TouchControl>();

        InitializeInput();

        int i = 0;

        foreach (AttackCombo attack in attackCombo)
        {
            attack.attackId = i;
            attack.attack.AttackComboOrder = i;
            attack.attackRange             = attackRange;
            attack.attackReactionPower     = attackReactionPower;
            i++;
        }
    }
    PlayerInput CreatePlayer(PlayerInputConfiguration configuration)
    {
        if (players.Count < maxPlayers)
        {
            var playerPosition = playerPositions[configuration.PlayerColorIndex];
            var gameObject     = (GameObject)Instantiate(playerPrefabs[configuration.PlayerColorIndex], playerPosition, Quaternion.identity);

            var swap = gameObject.GetComponent <SwapTexture> ();
            swap.swapColors = CharacterColors.GetPalette(configuration.PlayerColorIndex);

            var player = gameObject.GetComponent <PlayerInput>();

            player.Actions = configuration.Actions;

            players.Add(player);
            gameObject.name     = "Player" + configuration.PlayerSuffix;
            player.PlayerSuffix = configuration.PlayerSuffix;
            return(player);
        }
        return(null);
    }
Beispiel #8
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 void RemovePlayer(PlayerInputConfiguration player)
 {
     players.Remove(player);
     player.Actions = null;
 }
 public PlayerInfo(Character character, PlayerInputConfiguration input)
 {
     this.character = character;
     this.input     = input;
 }