// Use this for initialization void Start() { if (offenseMode) { ammo = ControlGame.START_AMMO; gameObject.renderer.material = matOffense; } else { ammo = 0; gameObject.renderer.material = matDefense; } listOfSpirits = new List <GameObject>(); for (int i = 0; i < 10; i++) { GameObject newSpirit = Instantiate(spiritPrefab, transform.position, transform.rotation) as GameObject; listOfSpirits.Add(newSpirit); Quaternion newAngle = Quaternion.AngleAxis(36 * i, Vector3.up); Vector3 newAngeVec = newAngle * Vector3.forward; newSpirit.transform.position = transform.position + newAngeVec * 2.0f; ManageSpiritState mss = newSpirit.GetComponent <ManageSpiritState>(); mss.SetSpiritIndex(i); mss.SetAngleDisp(newAngeVec); mss.playerTransform = transform; } if (isAI) { aiMangr = gameObject.GetComponent <ManageAIPlayer>(); } }
// Use this for initialization void Start() { // There can only be one controller if (m_instance == null) { m_instance = gameObject; } else { Destroy(gameObject); } // Init private arrays hudAmmoTextAry = new GUIText[MAX_HUD_ARY]; allPlayerManagers = new ManagePlayerState[MAX_HUD_ARY]; hudHealthMaxWidths = new float[MAX_HUD_ARY]; hudHealthCurrRect = new Rect[MAX_HUD_ARY]; for (int i = 0; i < MAX_HUD_ARY; i++) { hudAmmoTextAry[i] = hudAmmoAry[i].GetComponent <GUIText>(); hudHealthCurrRect[i] = hudHealthAry[i].GetComponent <GUITexture>().pixelInset; hudHealthMaxWidths[i] = hudHealthAry[i].GetComponent <GUITexture>().pixelInset.width; allPlayerManagers[i] = allPlayers[i].GetComponent <ManagePlayerState>(); allPlayerManagers[i].labeledBlack = i > 0 ? true : false; allPlayerManagers[i].labelChosen = true; } if (aiPlayer != null) { aiMangr = aiPlayer.GetComponent <ManageAIPlayer>(); } sndPlyrInvi = soundPlayerInvinci.GetComponent <PlayInvncibleSound>(); sndPlyrSpcl = soundPlayerSpecials.GetComponent <PlaySpecialModeSounds>(); // Setup countdown HUD hudCountdownText = hudCountdown.GetComponent <GUIText>(); hudCountdownText.text = currTime.ToString(); colTimerNormal = hudCountdownText.color; colTimerSpecial = new Color(71.0f / 255.0f, 245.0f / 255.0f, 255.0f / 255.0f); // This is causing null reference errors in ManagePlayerState.SwapState() /* * float swapAtStartDeterminer = Random.Range(-1.0f, 1.0f); * if(swapAtStartDeterminer > 0.0f) * { * SwapPlayerRoles(); * } */ }