public void GameEnd(int[] Winplayer) { WinPlayer = Winplayer; InGame = false; changeTest = GameObject.FindGameObjectWithTag("SceneChangeTester").GetComponent <SceneChangeTest>(); changeTest.LoadWinScene(); }
// Start is called before the first frame update void Start() { if (instance == null) { if (!Title) { SceneManager.LoadSceneAsync(ModeArray[ModeChoosing], LoadSceneMode.Additive); } DontDestroyOnLoad(this.gameObject); instance = this; } else if (this != instance) { Destroy(this.gameObject); } if (Screen.dpi < 1) { dpiScale = 1; } if (Screen.dpi < 200) { dpiScale = 1; } else { dpiScale = Screen.dpi / 200f; } guiStyleHeader.fontSize = (int)(15f * dpiScale); // SceneManager.LoadSceneAsync("EmptyScene", LoadSceneMode.Additive); }
// Start is called before the first frame update void Start() { players.Clear(); StageManager.instance.OnPlayerJoin += PlayerJoin; for (int i = 0; i < StageManager.players.Count; i++) { Vector3 p = GameObject.FindGameObjectWithTag("StageInfoTransform").GetComponent <StageInfo>().SpawnPosition[i]; Vector3 r = GameObject.FindGameObjectWithTag("StageInfoTransform").GetComponent <StageInfo>().SpawnRotation[i]; GameObject g = Instantiate(KungFuPlayer, p, Quaternion.Euler(r)); g.GetComponent <DefendPlayer>().Set(StageManager.players[i], i); g.GetComponent <DefendPlayer>().ClothNum = StageManager.players[i].GetComponent <PlayerIdentity>().ClothNum; g.GetComponent <DefendPlayer>().Playernum = i; g.GetComponentInChildren <PlayerCreating>().CreatMini(); players.Add(g); PlayerLifes = StageManager.players.Count; } changeTest = GameObject.FindGameObjectWithTag("SceneChangeTester").GetComponent <SceneChangeTest>(); }
// Start is called before the first frame update void Start() { changeTest = GameObject.FindGameObjectWithTag("SceneChangeTester").GetComponent <SceneChangeTest>(); meshRenderer = GetComponent <MeshRenderer>(); }
public void ThrowPlayer() { SceneChangeTest sceneChangeTest = GameObject.FindGameObjectWithTag("SceneChangeTester").GetComponent <SceneChangeTest>(); sceneChangeTest.ThrowPlayer(); }