private void ChangeTurn() { if (!GameOver) { if (Turn == Infectable.Alignment.Player1) { Turn = Infectable.Alignment.Player2; BroadcastMessage("Player2Start"); foreach (var rdr in slingRenderer) { rdr.material = player2Material; } } else { ++TurnCount; if (TurnCount >= maxTurns) { GameEnd(); } else { turnText.GetComponent <Text>().text = "Turn " + (TurnCount + 1) + "/" + maxTurns; Turn = Infectable.Alignment.Player1; BroadcastMessage("Player1Start"); foreach (var rdr in slingRenderer) { rdr.material = player1Material; } } } } }
void Start() { GameOver = false; turnText.GetComponent <Text>().text = "Turn " + (TurnCount + 1) + "/" + maxTurns; slingRenderer = sling.GetComponentsInChildren <Renderer>(); foreach (var rdr in slingRenderer) { rdr.material = player1Material; } Turn = Infectable.Alignment.Player1; BroadcastMessage("Player1Start"); }
public void SetAlignment(Infectable.Alignment alignment) { switch (alignment) { case Infectable.Alignment.None: renderer.material = initialMaterial; break; case Infectable.Alignment.Player1: renderer.material = player1Material; meshFilter.mesh = player1Mesh; break; case Infectable.Alignment.Player2: renderer.material = player2Material; meshFilter.mesh = player2Mesh; break; } }