void Awake()
 {
     _instance = this;
     _maxEnergyValue = 620;
     _newEnergyLevel = 0;
     _isIncreasingEnergy = false;
 }
 public void ResetEnergy()
 {
     _instance = this;
     _maxEnergyValue = 620;
     _newEnergyLevel = 0;
     _isIncreasingEnergy = false;
 }
    // Use this for initialization
    private void Start()
    {
        //Getting the reference to the health and armor component for our player
        switch (this.playerID)
        {
        case Players.P1:
            this.ourEnergy = PlayerShipController.p1ShipRef.ourEnergy;
            break;

        case Players.P2:
            this.ourEnergy = PlayerShipController.p2ShipRef.ourEnergy;
            break;

        default:
            this.ourEnergy = PlayerShipController.p1ShipRef.ourEnergy;
            break;
        }

        //Looping through all of our energy sliders to make sure they show the correct max value
        foreach (Slider energySlider in this.energySliders)
        {
            energySlider.maxValue = this.ourEnergy.maxEnergy;
        }
    }
Exemple #4
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    //Function called when this object is created
    private void Awake()
    {
        //Getting the movement component references
        this.ourFreeMovement = this.GetComponent <FreeMovementFlight>();
        this.ourRailMovement = this.GetComponent <RailMovementFlight>();

        //Getting our controller input based on which player this is
        switch (this.playerController)
        {
        case Players.P1:
            //Making sure there's not already a static reference to the p1 ship
            if (p1ShipRef == null)
            {
                p1ShipRef            = this;
                this.ourController   = ControllerInputManager.P1Controller;
                this.ourCustomInputs = CustomInputSettings.globalReference.p1Inputs;
            }
            //If there's already a static reference for the p1 ship and not one for the p2 ship
            else if (p2ShipRef == null)
            {
                this.playerController = Players.P2;
                p2ShipRef             = this;
                this.ourController    = ControllerInputManager.P2Controller;
                this.ourCustomInputs  = CustomInputSettings.globalReference.p2Inputs;
            }
            //If there are already static references to both ships, we disable this object
            {
                this.gameObject.SetActive(false);
            }
            break;

        case Players.P2:
            //Making sure there's not already a static reference to the p2 ship
            if (p2ShipRef == null)
            {
                p2ShipRef            = this;
                this.ourController   = ControllerInputManager.P2Controller;
                this.ourCustomInputs = CustomInputSettings.globalReference.p2Inputs;
            }
            //If there's already a static reference for the p2 ship, we disable this object
            else
            {
                this.gameObject.SetActive(false);
            }
            break;

        default:
            //Making sure there's not already a static reference to the p1 ship
            if (p1ShipRef == null)
            {
                p1ShipRef            = this;
                this.ourController   = ControllerInputManager.P1Controller;
                this.ourCustomInputs = CustomInputSettings.globalReference.p1Inputs;
            }
            //If there's already a static reference for the p1 ship and not one for the p2 ship
            else if (p2ShipRef == null)
            {
                this.playerController = Players.P2;
                p2ShipRef             = this;
                this.ourController    = ControllerInputManager.P2Controller;
                this.ourCustomInputs  = CustomInputSettings.globalReference.p2Inputs;
            }
            //If there are already static references to both ships, we disable this object
            {
                this.gameObject.SetActive(false);
            }
            break;
        }

        //Passing our controller input to our movement mechanic scripts
        this.ourFreeMovement.ourShip = this;
        this.ourRailMovement.ourShip = this;

        //Getting our health and armor component reference
        this.ourHealth = this.GetComponent <HealthAndArmor>();
        //Getting our energy component reference
        this.ourEnergy = this.GetComponent <ShipEnergy>();

        //Looping through all of our weapons, wings and engines to tell them what player ID we are
        if (this.playerController == Players.P1)
        {
            this.mainWeapon.objectIDType      = AttackerID.Player1;
            this.secondaryWeapon.objectIDType = AttackerID.Player1;
            this.shipCockpit.objectIDType     = AttackerID.Player1;
        }
        else
        {
            this.mainWeapon.objectIDType      = AttackerID.Player2;
            this.secondaryWeapon.objectIDType = AttackerID.Player2;
            this.shipCockpit.objectIDType     = AttackerID.Player2;
        }
        foreach (ShipWingLogic wing in this.shipWings)
        {
            if (this.playerController == Players.P1)
            {
                wing.objectIDType = AttackerID.Player1;
            }
            else if (this.playerController == Players.P2)
            {
                wing.objectIDType = AttackerID.Player2;
            }
        }
        foreach (ShipEngineLogic engine in this.shipEngines)
        {
            if (this.playerController == Players.P1)
            {
                engine.objectIDType = AttackerID.Player1;
            }
            else if (this.playerController == Players.P2)
            {
                engine.objectIDType = AttackerID.Player2;
            }
        }

        //Getting the default pitch for the engine sound effect
        this.defaultPitch = this.engineSoundEmitter.ownerAudio.pitch;
    }