public void Update() { // Fade out this scene and load the Game when done if (starting) { startTimer -= Time.deltaTime; float alpha = 1f - (startTimer / 2f); fadeoutOverlay.color = new Color(0.0f, 0.0f, 0.0f, alpha); // if we're done fading out if (startTimer <= 0f) { Application.LoadLevel("Game"); } } else { for (int i = 0; i < InputManager.Devices.Count && i < PlayerControl.NumberOfPlayers; i++) { if (Input.GetKeyUp(KeyCode.Space) && MenuPlayerController.allPlayersHaveChosenACharacter()) { starting = true; Sound_Manager.Instance.PlayEffectOnce(startSound); } } } }
private void InitInput() { if (playerInputActions == null) { playerInputActions = new PlayerInputActions(); } if (menuPlayerController == null) { menuPlayerController = GetComponent <MenuPlayerController>(); } }
// Update is called once per frame void Update() { // Activate when all players have chosen a character if (MenuPlayerController.allPlayersHaveChosenACharacter()) { this._MakeUIGraphicVisible(this.pressActionText); } else { this._MakeUIGraphicInvisible(this.pressActionText); } }
void Awake() { forward = Camera.main.transform.forward; forward.y = 0; forward.Normalize(); right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward; rb = GetComponent <Rigidbody>(); playerInput = GetComponent <MenuInputHandler>(); playerController = GetComponent <MenuPlayerController>(); minInput = playerController.GetMinInput(); buildUpRot = playerController.GetBuildUpRot(); originalY = transform.position.y; }
public SaberGrabController(MenuPlayerController menuPlayerController) { _menuPlayerController = menuPlayerController; GrabContainer = new GameObject("SaberGrabContainer").transform; GrabContainer.SetParent(menuPlayerController.leftController.transform, false); }
private void Awake() { playerController = target.GetComponent <MenuPlayerController>(); }