public void SpawnPlayerPlanet(_Levels playerNumber, Vector3 spawnPosition, Quaternion spawnRotation) { int playerIndex = (playerNumber == _Levels.PlayerOne) ? 0 : 1; players[playerIndex] = (GameObject)Instantiate(playerPrefabPlanet, spawnPosition, spawnRotation); players[playerIndex].name = playerNumber.ToString(); players[playerIndex].GetComponentInChildren<MeshRenderer>().material.color = playerColorDictionaries[playerIndex][_ColorType.PlayerShipPlanet.ToString()]; players[playerIndex].tag = _Tags.player; }
//PUBLIC METHODS //------------------------------------------------ public static void ActivateTerrain(_Levels level) { switch (level) { case _Levels.Neutral: playerTerrains[0].SetActive(false); playerTerrains[1].SetActive(false); break; case _Levels.PlayerOne: playerTerrains[0].SetActive(true); playerTerrains[1].SetActive(false); break; case _Levels.PlayerTwo: playerTerrains[0].SetActive(false); playerTerrains[1].SetActive(true); break; } }
// [ServerCallback] void Awake() { //Singleton if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); //Instantiate new color dictionary colorDictionary = new ColorDictionary(colorListTextAsset); //playerData = GetComponent<PlayerData>(); activeTerrain = _Levels.Neutral; //parse face and vertex data from input files parsedTerrainFaces = ParseFaces(textInputFaces); parsedTerrainVertices = ParseVertices(textInputVertices); } }