void Start() { em1 = player1.GetComponent <PlayerMove_Sudden>(); em2 = player2.GetComponent <PlayerMove_Sudden>(); pa1 = player1.GetComponent <PlayerAttack>(); pa2 = player2.GetComponent <PlayerAttack>(); InitSocket(); }
void Awake() { _instance = this; player1Move = player1.GetComponent <PlayerMove_Sudden>(); player2Move = player2.GetComponent <PlayerMove_Sudden>(); //player1Move.enabled = false; //player2Move.enabled = false; remainSeconds = 3f; durationSeconds = 0; text.text = "Wait for another player"; audio = GetComponent <AudioSource>(); }
// Use this for initialization void Awake() { _instance = this; cam = Camera.main; heartRenderer = redHeart.GetComponent <Renderer>(); heartWidth = heartRenderer.bounds.extents.x; float heartHeight = heartRenderer.bounds.extents.y; Vector3 upperCorner = new Vector3(Screen.width, Screen.height, 0.0f); Vector3 targetwidth = cam.ScreenToWorldPoint(upperCorner); heartPosition = new Vector3(-targetwidth.x + heartWidth, targetwidth.y - heartWidth - 0.5f, 0.0f); hearts = new GameObject[Mathf.FloorToInt(maxHp)]; for (int i = 0; i < Mathf.FloorToInt(hp); i++) { hearts[i] = (GameObject)Instantiate(redHeart, heartPosition, Quaternion.identity); heartPosition.x = heartPosition.x + 2 * heartWidth + 0.1f; heartIndex++; } attack = GetComponent <PlayerAttack>(); move = GetComponent <PlayerMove_Sudden>(); audio = GetComponent <AudioSource>(); }