// Start is called before the first frame update void Awake() { winScoreHalf = winScore / 2; if (!masterDestroyer) { return; } int rng = Random.Range(0, p1Vehicles.Length); if (GameStats.Player1) { p1Vehicles[rng].SetActive(true); player1 = p1Vehicles[rng]; otherDestroyer.player1 = player1; audioLC.p1 = player1.transform; p1Score = player1.GetComponent <PlayerScore>(); p1Up = player1.GetComponent <WPowerUpPlayer>(); p1Score.PlayerColor(); p1IsAlive = true; } if (GameStats.Player2) { p2Vehicles[rng].SetActive(true); player2 = p2Vehicles[rng]; otherDestroyer.player2 = player2; audioLC.p2 = player2.transform; p2Score = player2.GetComponent <PlayerScore>(); p2Up = player2.GetComponent <WPowerUpPlayer>(); p2Score.PlayerColor(); p2IsAlive = true; } if (GameStats.Player3) { p3Vehicles[rng].SetActive(true); player3 = p3Vehicles[rng]; otherDestroyer.player3 = player3; audioLC.p3 = player3.transform; p3Score = player3.GetComponent <PlayerScore>(); p3Up = player3.GetComponent <WPowerUpPlayer>(); p3Score.PlayerColor(); p3IsAlive = true; } if (GameStats.Player4) { p4Vehicles[rng].SetActive(true); player4 = p4Vehicles[rng]; otherDestroyer.player4 = player4; audioLC.p4 = player4.transform; p4Score = player4.GetComponent <PlayerScore>(); p4Up = player4.GetComponent <WPowerUpPlayer>(); p4Score.PlayerColor(); p4IsAlive = true; } ResetPlayers(); SetRewardValue(); StartCoroutine(Cooldown()); }
private void Start() { wPUP = GetComponentInParent <WPowerUpPlayer>(); }