// Use this for initialization void Start() { TimerScript.matchTime = MATCH_TIME; time_left = MATCH_TIME; ScoreP1Script.scoreP1 = 0; ScoreP2Script.scoreP2 = 0; //state = stateOfMatch.notStarted; state = stateOfMatch.cinematic; point = pointOfStart.player1; velLev = velocityLevel.level1; bc = GetComponent <BoxCollider>(); P1.transform.position = P1initialPosition.position; P2.transform.position = P2initialPosition.position; fadeValue = minValue; for (int i = 0; i < P2Materials.Length; i++) { P1Materials[i].SetFloat("Vector1_68C5C62B", fadeValue); } for (int i = 0; i < P1Materials.Length; i++) { P2Materials[i].SetFloat("Vector1_68C5C62B", fadeValue); } }
private void HotBallLogic() { timerBallTime += Time.deltaTime; if (timerBallTime >= ballTime) { timerBallTime = 0; PM.HitPlayerParticles(ball.transform); state = stateOfMatch.endPoint; timerBallTime = 0; if (currentSideOfBall == 1) { P1.GetComponent <PlayerMovement>().defeated = true; P1.GetComponent <PlayerMovement>().HittedFront(); DissolveManagerP1(); point = pointOfStart.player2; PM.StartBurningGroundP1(); FindObjectOfType <AudioManager>().PlayRandomPitch("ExplosionSound"); ScoreP2Script.scoreP2++; } else { P2.GetComponent <PlayerMovement>().defeated = true; P2.GetComponent <PlayerMovement>().HittedFront(); DissolveManagerP2(); point = pointOfStart.player1; PM.StartBurningGroundP2(); FindObjectOfType <AudioManager>().PlayRandomPitch("ExplosionSound"); ScoreP1Script.scoreP1++; } } if (timerBallTime >= ballTime - timeInFlames) { PM.StartFireTrail(); } else { PM.EndFireTrail(); } }