//Creates the playerdata from the variables selected by the players public void CreatePlayerData() { UpdatePlayerData(); //If this player is a CPU and a car has not been assigned to it, a car is automatically assigned if (!is_this_ready && ThisPlayerSelector.is_CPU) { l.hasGameStarted = true; if (!Car1.ThisCarSelected) { ThisPlayerCar = 0; Car1.ThisCarSelected = true; ThisPlayerSelector.CurrentCar = Car1.ThisCarImage; Coin.transform.position = Car1.ThisCarIconPosition; } else if (!Car2.ThisCarSelected) { ThisPlayerCar = 1; Car2.ThisCarSelected = true; ThisPlayerSelector.CurrentCar = Car2.ThisCarImage; Coin.transform.position = Car2.ThisCarIconPosition; } else if (!Car3.ThisCarSelected) { ThisPlayerCar = 2; Car3.ThisCarSelected = true; ThisPlayerSelector.CurrentCar = Car3.ThisCarImage; Coin.transform.position = Car3.ThisCarIconPosition; } else if (!Car4.ThisCarSelected) { ThisPlayerCar = 3; Car4.ThisCarSelected = true; ThisPlayerSelector.CurrentCar = Car4.ThisCarImage; Coin.transform.position = Car4.ThisCarIconPosition; } ThisPlayerSelector.ImageSwapper(); } ThisPlayerData = new PlayerData(playerID, ThisPlayerCar, ThisControlScheme, ThisPlayerType); }
void SelectCar() { t.transform.parent = Car.transform; //The coin is given the car icon as a parent Car.GetComponent <Collider2D>().enabled = false; //The collider of the car icon is deactivated. This car cannot be selected by other players ThisCarSelected = true; //Bool variable telling the player has selected this car m.is_this_ready = true; //This player has selected the car and is ready to GO l.num_ready_players++; // Increase the number of players who are ready to GO source.PlayOneShot(click); if (m.playerID == 1) { CPU.player.GetComponent <Collider2D>().enabled = true; } switch (m.playerID) //Assign the car image to the correct player { case 1: p1.CurrentCar = ThisCarImage; p1.ImageSwapper(); p1.Hand.sprite = p1.hand_opened; break; case 2: p2.CurrentCar = ThisCarImage; p2.ImageSwapper(); p2.Hand.sprite = p2.hand_opened; break; case 3: p3.CurrentCar = ThisCarImage; p3.ImageSwapper(); p3.Hand.sprite = p3.hand_opened; break; case 4: p4.CurrentCar = ThisCarImage; p4.ImageSwapper(); p4.Hand.sprite = p4.hand_opened; break; } m.ThisPlayerCar = ThisCarType; }