void Start() { knockoutModeManager = GameObject.Find("KnockOutManager").GetComponent <KnockoutModeManager>(); won = GameObject.Find("DemoUI/KnockOutModeUI/WonKnockOut"); lost = GameObject.Find("DemoUI/KnockOutModeUI/LostKnockOut"); button = GameObject.Find("DemoUI/KnockOutModeUI/CloseKnockOut"); }
void Update() { if (knockoutModeManager == null) { knockoutModeManager = GameObject.Find("KnockOutManager").GetComponent <KnockoutModeManager>(); } if (won == null) { won = GameObject.Find("DemoUI/KnockOutModeUI/WonKnockOut"); } if (lost == null) { lost = GameObject.Find("DemoUI/KnockOutModeUI/LostKnockOut"); } if (button == null) { button = GameObject.Find("DemoUI/KnockOutModeUI/CloseKnockOut"); } //Calls TicketCheck(); }
// Start is called before the first frame update void Start() { // RPS_Storage storageScript = GameObject.Find("RPS_Storage").GetComponent<RPS_Storage>(); storageScript = GameObject.Find("RPS_Storage").GetComponent <RPS_Storage>(); knockOutManager = GameObject.Find("KnockOutManager"); knockManagerList = GameObject.Find("KnockOutManager").GetComponent <KnockoutModeManager>(); if (!GetComponent <PhotonView>().IsMine) { Destroy(GetComponent <SplineFollower>()); Destroy(GetComponent <BicyclePowerSim>()); Destroy(GetComponent <BicycleSplineController>()); Destroy(GetComponent <WaypointProgressTracker>()); Destroy(GetComponent <EVP.VehicleCameraController>()); Destroy(GetComponent <BikeFrontLight>()); Destroy(GetComponent <AzureAudioDayNightController>()); // Destroy(GetComponent<RPS_Inspector>()); // Destroy(GetComponent<RPS_Position>()); // Destroy(GetComponent<RPS_Lap>()); // Destroy(GetComponent<RPS_LapUI>()); // Destroy(GetComponent<EndOfRace>()); Destroy(GetComponent <RPS_ScreenUI>()); tag = "OtherPlayer"; for (int i = 0; i < localScripts.Length; i++) { localScripts[i].enabled = false; } for (int i = 0; i < localObject.Length; i++) { localObject[i].SetActive(false); } smoothSync = GetComponent <SmoothSyncPUN2>(); if (smoothSync) { // Set up a validation method to check incoming States to see if cheating may be happening. smoothSync.validateStateMethod = validateStateOfPlayer; } // otherplayer = GameObject.FindGameObjectWithTag("OtherPlayer"); wait(); Debug.Log("Ok Wait 2 seconds!"); RPS_Position posScript = (RPS_Position)otherplayer.GetComponent <RPS_Position>() as RPS_Position; Debug.Log("RPS Adder2"); //Add the other Players to the List for Knockout test = GameObject.FindGameObjectWithTag("OtherPlayer").GetComponent <PlayerTicket>(); knockManagerList.players.Add(test); // knockManagerList.AddPlayerCount(); // Debug.Log("AddPlayerCount +1"); /* wait(); * for (int i = 0; i < knockManagerList.players.Count; i++) * { * if (knockManagerList.players[i] != null) * knockManagerList.playerCount += 1; * } */ //remove duplicates // knockManagerList.players = knockManagerList.players.Distinct().ToList(); Debug.Log("testOtherPlayerForKnockOutMode"); // knockOutManager.GetComponent<KnockoutModeManager>().AddOthers(); // Debug.Log("AddOtherNetWorkScript"); // add the position to the storageScript if (!storageScript.positionScript.Contains(posScript)) { storageScript.positionScript.Add(posScript); } } }