Exemple #1
0
 void Awake()
 {
     controller             = GameObject.Find("MuzzleSpawns_red").GetComponent <Shoot2> ();
     EnemyHitCrosshairImage = Resources.Load("Textures/targetHit") as Texture2D;
     RedCrosshairImage      = Resources.Load("Textures/targetRed") as Texture2D;
     GreenCrosshairImage    = Resources.Load("Textures/targetGreen") as Texture2D;
     m_WindowSize           = new Vector2(Screen.width, Screen.height);
     CalculateRect();
 }
Exemple #2
0
    IEnumerator LateStart(float waitTime)
    {
        yield return(new WaitForSeconds(waitTime));

        PlayerAuthority[] players = GameObject.FindObjectsOfType <PlayerAuthority>();
        foreach (var playerAuthority in players)
        {
            if (playerAuthority.hasAuthority)
            {
                playerOne   = GameObject.FindWithTag("PlayerOne");
                playerTwo   = GameObject.FindWithTag("PlayerTwo");
                localPlayer = playerAuthority.gameObject;
                playerClick = localPlayer.GetComponent <PlayerClick>();
                playerShoot = localPlayer.GetComponent <Shoot2>();
            }
        }
        if ((playerOne == null || playerTwo == null) && setUpAttempt < 5)
        {
            setUp = false;
            setUpAttempt++; // if this fails 5 times, assume only one player will load in (for testing purpose)
        }
        else
        {
            if (setUpAttempt != 5)
            {
                playerTwo.GetComponent <SpriteRenderer>().sprite = playerTwoSprite;
                playerTwo.GetComponent <Animator>().runtimeAnimatorController = playerTwoAnimatorController;
                playerTwo.GetComponent <PlayerMovement2>().enabled            = true;
                playerTwo.GetComponent <PlayerClick>().enabled = true;
                playerTwo.GetComponent <Shoot2>().enabled      = true;
            }
            playerOne.GetComponent <PlayerMovement2>().enabled = true;
            playerOne.GetComponent <PlayerClick>().enabled     = true;
            playerOne.GetComponent <Shoot2>().enabled          = true;

            // Disable collider that blocks trap placement. This is only to exist on other players
            localPlayer.transform.GetChild(1).GetComponent <CircleCollider2D>().enabled = false;
        }
    }