public void PrepPlayerRespawn(GameObject player) { //add player to the playersToRespawn list PlayerToRespawn newlyDeceased = new PlayerToRespawn(); newlyDeceased.player = player; newlyDeceased.respawnTime = Time.time + respawnWaitTime; playersToRespawn.Add(newlyDeceased); }
public void PrepPlayerRespawn(GameObject player) { //add player to the playersToRespawn list if (gameController.gamePlaying) { PlayerToRespawn newlyDeceased = new PlayerToRespawn(); newlyDeceased.player = player; newlyDeceased.respawnTime = Time.time + playerRespawnWaitTime; playersToRespawn.Add(newlyDeceased); } }
private void SpawnPlayers() { SpriteRenderer spriteRenderer = new SpriteRenderer(); //loop for the number of players for (int i = 0; i < numOfPlayers; i++) { //create player objects players.Add(Instantiate(playerPrefab, new Vector3(0, 0, 0), Quaternion.identity)); playerMovers.Add(players[i].GetComponent <Mover>()); //set their playerIndex number playerMovers[i].playerIndex = i; //set their teamIndex number playerMovers[i].playerTeam = i % 2; //set their sprite switch (i) { case 0: players[i].GetComponent <SpriteRenderer>().sprite = blueWhiteSprite; break; case 1: players[i].GetComponent <SpriteRenderer>().sprite = blueBlackSprite; break; case 2: players[i].GetComponent <SpriteRenderer>().sprite = orangeWhiteSprite; break; case 3: players[i].GetComponent <SpriteRenderer>().sprite = orangeBlackSprite; break; case 4: players[i].GetComponent <SpriteRenderer>().sprite = purpleWhiteSprite; break; case 5: players[i].GetComponent <SpriteRenderer>().sprite = purpleBlackSprite; break; case 6: players[i].GetComponent <SpriteRenderer>().sprite = greenWhiteSprite; break; case 7: players[i].GetComponent <SpriteRenderer>().sprite = greenBlackSprite; break; default: players[i].GetComponent <SpriteRenderer>().sprite = redBlackSprite; break; } //add player to the playersToRespawn list PlayerToRespawn newPlayer = new PlayerToRespawn(); newPlayer.player = players[i]; newPlayer.respawnTime = 0; playersToRespawn.Add(newPlayer); } }