//spawn the objects owned by the master client. public void Start() { int nomHumans = PlayerPrefs.GetInt("nomHumans"); int nomAI = PlayerPrefs.GetInt("nomAI"); //if its the menu -- scene load use 2 ais. if (Application.loadedLevel == 0) { nomHumans = 0; nomAI = 2; } //how many humans do we want. for (int i = 0; i < nomHumans; i++) { spawnPlayer(i + 1); } //the ai will be owned by the master client for (int i = 0; i < nomAI; i++) { spawnAI(i); } BaseGameManager.startGame(); }
//our ball has landed in the water, lets call the ball bowling pit void OnTriggerEnter(Collider col) { PoolBall pb = col.GetComponent <PoolBall>(); if (col.name.Contains("Ball")) { BaseGameManager.ballEnterPocket(triggerID, pb); pb.enterPocket(); } }
void toggleAudio() { if (PlayerPrefs.GetFloat("AudioVolume", 0) == 0) { PlayerPrefs.SetFloat("AudioVolume", 1f); } else { PlayerPrefs.SetFloat("AudioVolume", 0f); } BaseGameManager.toggleAudio(); }
private void OnBtnStartGameClick() { int enemy = PlayerPrefs.GetInt("Enemy", 0); int nomHumans = 1; int nomAI = 0; if (enemy == 1) { nomAI = 1; } if (enemy == 2) { nomHumans = 2; } string sceneName = PlayerPrefs.GetString("GameScene", "8Ball"); BaseGameManager.connect(true, sceneName, nomHumans, nomAI); }