public void P2Char2() { if (P2Lock == false) { Instantiate(P2Character2, P2Spawn.position, P2Spawn.rotation); P2Lock = true; CharSpawner charspawner = GameObject.Find("Character Spawner").GetComponent <CharSpawner>(); charspawner.P2Char2 = true; } }
public void P1Char3() { if (P1Lock == false) { Instantiate(P1Character3, P1Spawn.position, P1Spawn.rotation); P1Lock = true; CharSpawner charspawner = GameObject.Find("Character Spawner").GetComponent <CharSpawner>(); charspawner.P1Char3 = true; } }
//public void showgameover() //{ // foreach (GameObject g in gameWinObjects) // { // g.SetActive(true); // } //} // Update is called once per frame void Update() { hmove = Input.GetAxis("P1Horizontal"); // hmove is the horizontal axis of movement -s //vmove = Input.GetAxis ("P1Vertical"); // vmove is the vertical axis of movement -s // rb.velocity = new Vector2(Hspeed * hmove, vspeed * vmove); if (playerhealth <= 0) { ScoreKeeper scorekeeper = GameObject.Find("Score Keeper").GetComponent <ScoreKeeper>(); CharSpawner charspawner = GameObject.Find("Character Spawner").GetComponent <CharSpawner>(); scorekeeper.addP2Score(1); charspawner.Player1Spawner(); Destroy(this.gameObject); } if (playerhealth >= 100) { playerhealth = 100; } // if (score > 160) { // SceneManager.LoadScene (4); //} //if (winscoretext != null) { // winscoretext.text = ("score:" + GameObject.Find ("CharacterP").GetComponent<Player1Move> ().score.ToString ()); // seets the text object to show the score //} //if (rb.transform.position.y < -26) { // SceneManager.LoadScene (3); //} if ((Input.GetKey(KeyCode.A))) { //facingright = false; // changes the facingright bool to false because the character is facing left -s //spriterenderer.flipX = true; // flips the sprite -s rb.velocity = new Vector2(Hspeed * hmove, rb.velocity.y); // moves the character left because hmove is less than 0 -s // Debug.Log(hmove); } if ((Input.GetKey(KeyCode.D))) { //facingright = true; //spriterenderer.flipX = false; // flips the sprite renderer rb.velocity = new Vector2(Hspeed * hmove, rb.velocity.y); //moves the character right because Hmove is above 0 -s // Debug.Log(hmove); } if ((Input.GetKeyDown(KeyCode.W))) { if (!isgrounded()) { return; } else { rb.velocity = new Vector2(rb.velocity.x, vspeed); // allows the player to jump -s // Debug.Log(vmove); } } if (Input.GetKey(KeyCode.LeftShift) && (Time.time > nextshot)) { nextshot = Time.time + RRate; Ranged(); // calls the ranged function } if (hmove > 0 && !facingRight) { Flip(); } else if (hmove < 0 && facingRight) { Flip(); } }