Example #1
0
    private void Awake()
    {
        _currentFace     = Random.Range(0, 11);
        _faceClassScript = gameManager.GetComponent <FaceClass>();

        for (int i = 0; i < _faceClassScript.faceTab[_currentFace].arenaWall.transform.childCount; i++)
        {
            _faceClassScript.faceTab[_currentFace].arenaWall.transform.GetChild(i).gameObject.layer = 14;
        }
    }
Example #2
0
    // Start is called before the first frame update
    void Start()
    {
        //Scripts nécessaires
        _faceClassScript   = gameManager.GetComponent <FaceClass>();
        _gameManagerScript = gameManager.GetComponent <GameManager>();

        //set la caméra sur la première face de l'arène.
        _cameraPositionNumber = 0;
        _cameraCurrentHolder  = _cameraPositionNumber;
        //transform.position = _faceClassScript.faceTab[_cameraPositionNumber].cameraPosition.position;
        //transform.rotation = _faceClassScript.faceTab[_cameraPositionNumber].cameraPosition.rotation;
    }
Example #3
0
    private void Awake()
    {
        gameObject.layer = 15;

        //récupération des scripts
        _arenaRotationScript   = arena.GetComponent <ArenaRotation>();
        _wallManagerScript     = GameObject.FindWithTag("WallController").GetComponent <WallManager>();
        _gameManagerScript     = GameObject.FindWithTag("GameController").GetComponent <GameManager>();
        _scoreManagerScript    = GameObject.FindWithTag("GameController").GetComponent <ScoreManager>();
        _faceClassScript       = GameObject.FindWithTag("GameController").GetComponent <FaceClass>();
        _wallProprieties       = GetComponent <WallProprieties>();
        _newSoundManagerScript = NewSoundManager.instance;
    }
Example #4
0
    private void Awake()
    {
        _scoreManagerScript   = GetComponent <ScoreManager>();
        _faceClassScript      = GetComponent <FaceClass>();
        _arenaRotationScript  = arena.GetComponent <ArenaRotation>();
        _wallManagerScript    = GameObject.FindWithTag("WallController").GetComponent <WallManager>();
        menuInfoMouvementBool = new bool[4];


        if (GameObject.FindWithTag("MenuManager") != null)
        {
            _menuInformationScript = GameObject.FindWithTag("MenuManager").GetComponent <GetMenuInformation>();

            //permet de set les controles et d'instantier les personnages joueurs en fonction du nombre de joueurs
            if (_menuInformationScript != null && playerList.Count > 0)
            {
                _scoreManagerScript.nbrPlayers = 0;
                for (int i = playerList.Count; i-- > 0;)
                {
                    playerList[i].SetActive(false);
                }
                playerList.Clear();
            }
            for (int i = 0; i < _menuInformationScript.numbersOfPlayers; i++)
            {
                GameObject playerInstantiation = Instantiate(playerPrefabs[i]);
                playerList.Add(playerInstantiation);
                _scoreManagerScript.nbrPlayers++;
            }

            for (int i = 0; i < _menuInformationScript.getPlayerMouvementMode().Length; i++)
            {
                menuInfoMouvementBool[i] = _menuInformationScript.getPlayerMouvementMode()[i];
            }
        }

        playersEntityScripts = new PlayerEntity[playerList.Count];
        attackTestScripts    = new AttackTest[playerList.Count];
        playerMax            = playerList.Count;

        currentPlayersOnArena = playerMax;

        for (int i = playerList.Count; i-- > 0;)
        {
            currentPlayersList.Add(playerList[i]);
        }

        if (playerList.Count == 2)
        {
            wallHitObj[0].SetActive(false);
            wallHitObj[1].SetActive(false);
            playerUISprite[2].SetActive(false);
            playerUISprite[3].SetActive(false);
            CracksObj[2].SetActive(false);
            CracksObj[3].SetActive(false);
        }
        else if (playerList.Count == 3)
        {
            CracksObj[3].SetActive(false);
            wallHitObj[1].SetActive(false);
            playerUISprite[3].SetActive(false);
        }
    }