void Start() { scores = new int[GameControl.instance.numOfPlayers]; scoreBarUI = scoreBar.GetComponent <ScoreBarUI> (); scoreBarUI.ShowBars(); }
//Called when minigames begin public void StartMinigame() { minigameOver = false; //Find and attach players //FindPlayers (); //Also find ui and powerupcontrol ui = GameObject.Find("UI").GetComponent <UI> (); //pauseUI = GameObject.Find ("PauseUI"); powerupControl = GameObject.Find("PowerupControl").GetComponent <PowerupControl> (); //Find scoreBar ScoreBarUI scoreBar = ui.GetComponentInChildren <ScoreBarUI>(); //If the minigame isn't fruit forecast or color craze, disable it if (!SceneManager.GetActiveScene().name.Equals(GameInformation.fruitForecast) && !SceneManager.GetActiveScene().name.Equals(GameInformation.colorCraze)) { scoreBar.HideBars(); } //Apply previous powerup if (activePowerup != null) { powerupControl.ActivatePowerup(); } }
//Placed in init because playerTiles[i] line has to be called AFTER GC has found the players public void Init() { //Enable player changetilecolor script /*for (int i = 0; i < GameControl.instance.numOfPlayers; i++) { * GameControl.instance.players [i].GetComponent<ChangeTileColor> ().enabled = true; * }*/ //Create array of player Tiles playerTiles = new TileBase[GameControl.instance.numOfPlayers]; //For each player, find the object and get their tile object for (int i = 0; i < playerTiles.Length; i++) { playerTiles[i] = GameControl.instance.players[i].GetComponent <ChangeTileColor>().changedTile; } //Set up points points = new int[playerTiles.Length]; scoreBarUI = scoreBar.GetComponent <ScoreBarUI>(); //scoreBarUI.ShowBars (); }