Exemple #1
0
    public T GetPlayerComponent <T>(EPlayer player) where T : Behaviour
    {
        GameObject playerGO = m_Players.Find(p => p.tag == player.ToString());

        if (playerGO)
        {
            return(playerGO.GetComponentInChildren <T>());
        }
        return(null);
    }
Exemple #2
0
 public static PlayerEventManager GetPlayerEventManager(EPlayer player)
 {
     return(GetPlayerEventManager(player.ToString()));
 }
Exemple #3
0
 public GameObject GetPlayer(EPlayer player)
 {
     return(m_Players.Find(p => p.tag == player.ToString()));
 }
Exemple #4
0
    void Awake()
    {
        m_PlayerMovementComponentToDisplay = Utils.FindComponentMatchingWithTag <PlayerMovementComponent>(m_Target.ToString());
        m_PlayerAttackComponentToDisplay   = Utils.FindComponentMatchingWithTag <PlayerAttackComponent>(m_Target.ToString());
        m_PlayerInfoComponentToDisplay     = Utils.FindComponentMatchingWithTag <PlayerInfoComponent>(m_Target.ToString());

        m_DebugSettings = ScenesConfig.GetDebugSettings();
        m_GameInputList.SetActive(m_DebugSettings.m_DisplayInputsInfo);

        m_TriggeredInputs = new List <List <GameInput> >(m_GameInputList.transform.childCount);
        m_GameInputsImage = new List <List <Image> >(m_GameInputList.transform.childCount);
        for (int i = 0; i < m_GameInputList.transform.childCount; i++)
        {
            List <Image> gameInputImageList = new List <Image>();
            Transform    gameInputs         = m_GameInputList.transform.GetChild(i);
            for (int j = 0; j < gameInputs.childCount; j++)
            {
                Image gameInputImage = gameInputs.GetChild(j).GetComponent <Image>();
                gameInputImage.sprite  = null;
                gameInputImage.enabled = false;
                gameInputImageList.Add(gameInputImage);
            }

            m_GameInputsImage.Add(gameInputImageList);
        }

#if !UNITY_EDITOR
        m_TextInputs.enabled                = false;
        m_TextToDisplayInputs.enabled       = false;
        m_TextInputsAttack.enabled          = false;
        m_TextToDisplayInputsAttack.enabled = false;
        m_TextAttacks.enabled               = false;
        m_TextToDisplayAttacks.enabled      = false;
#endif
    }