Esempio n. 1
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    /*
     * //Called from Cannon.cs when a player enters the lobby.
     * public void playerJoin(int pID, int teamNo, Color color, Color teamColor)
     * {
     *  playerList[pID].setID(pID);
     *  playerList[pID].setTeam(teamNo);
     *  playerList[pID].setColor(color);
     *  playerList[pID].setTeamColor(teamColor);
     *  playerList[pID].setActive(true);
     * }
     *
     * //The following getters are called from Cannon.cs to access the protected PlayerDefs class.
     * public void playerLeave(int pID) {
     *  playerList[pID].reset();
     * }
     * public void setColor(int pID, Color color) {
     *  playerList[pID].setColor(color);
     * }
     * public void setSensitivity(int pID, int sens) {
     *  playerList[pID].setSensitivity(sens);
     * }
     * public void setInvert(int pID, bool state) {
     *  playerList[pID].setInverted(state);
     * }
     * public void setTeam(int pID, int team) {
     *  playerList[pID].setTeam(team);
     * }
     * public void setID(int pID) {
     *  playerList[pID].setID(pID);
     * }
     * public void setTeamColour(int pId, Color color) {
     *  playerList[pId].setTeamColor(color);
     * }
     */

    #endregion

    /*
     * public void IncrementReadyPlayers()
     * {
     *  readyPlayers++;
     * }
     *
     * public void DecrementReadyPlayers()
     * {
     *  readyPlayers--;
     * }
     */

    //Called immediately when game manager is instantiated in Menu.
    protected void Awake()
    {
        //Ensures there is only one instance of the gameManager, and it isn't destroyed when changing scenes.
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }
        DontDestroyOnLoad(gameObject);
        //Initialize HUD Text List and Spawn Points, will be referenced upon entering game scene.
        //HUDText = new List<Text>(4);
        joinText     = new List <Text>(4);
        inputText    = new List <Text>(4);
        spawns       = new List <GameObject>(4);
        playerScores = new List <int>(4);

        //Initialize HUD, Spawns, Scores, and Colourlist.
        for (int i = 0; i <= 3; i++)
        {
            //HUDText.Add(null); //to be removed when refactoring code
            joinText.Add(null);
            inputText.Add(null);
            spawns.Add(null);
            players.Add(null);
            playerScores.Add(0);
        }

        //This will need to be changed when the GM is instantiated properly in the menu and carried into the game scene.
        state = GAMESTATE.SETUP;
    }
Esempio n. 2
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 void Awake()
 {
     light       = this.GetComponentInChildren <Light>();
     gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
     this.GetComponent <TrailRenderer>().sortingLayerName = this.GetComponent <SpriteRenderer>().sortingLayerName;
     this.GetComponent <TrailRenderer>().sortingOrder     = this.GetComponent <SpriteRenderer>().sortingOrder - 1;
 }
Esempio n. 3
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    void Awake()
    {
        gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
        rb2d        = this.GetComponentInChildren <Rigidbody2D>();
        this.GetComponentInChildren <TrailRenderer>().sortingLayerName = this.GetComponent <SpriteRenderer>().sortingLayerName;
        this.GetComponentInChildren <TrailRenderer>().sortingOrder     = this.GetComponent <SpriteRenderer>().sortingOrder - 1;

        //Record the game mode, for scoring purposes.
        gameMode = gameManager.gameMode;
    }
Esempio n. 4
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    void Start()
    {
        // Scale the spawn cooldown based on number of players.
        gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
        int playerCount = gameManager.playerCount;

        //spawnCooldown = 2f - (0.5f * playerCount);
        spawnCooldown = -0.5f * playerCount + 2.5f;
        // Start spawning diamonds
        StartCoroutine("RecursiveSpawner");
    }
Esempio n. 5
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    void Start()
    {
        gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
        gameManager.players[playerId] = this;

        joinText      = GameObject.Find("JoinText" + playerId);
        inputText     = GameObject.Find("InputText" + playerId);
        laserRB       = pairedLaser.GetComponent <Rigidbody2D>();
        rewiredPlayer = ReInput.players.GetPlayer(playerId);

        inFlight    = false;
        sensitivity = 5;

        midPoint     = transform.Find("MidPoint").transform;
        cornerOrigin = new Vector2(midPoint.transform.position.x, midPoint.transform.position.y);
        Layer_Mask   = LayerMask.GetMask("Boundary");


        colorIdx = playerId;
        gameManager.UpdateColour(colorIdx, playerId);
        inputText.GetComponent <Text>().color = myColor;

        joinText.GetComponent <Text>().text = "";


        if (gameManager.gameMode == "FFA")
        {
            team = playerId + 1;
        }
        else
        {
            team = 0;
        }



        //Setup for rotation.
        if (maxAngleOffset < 0)
        {
            maxAngleOffset *= -1;
        }
        currentRotationSpeed = baseRotationSpeed;
        SetNewBaseAngle();
    }
Esempio n. 6
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 void Awake()
 {
     gameManager   = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
     rewiredPlayer = ReInput.players.GetPlayer(playerID);
 }
Esempio n. 7
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 void Start()
 {
     gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM>();
 }
Esempio n. 8
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 void Start()
 {
     gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <BaseGM> ();
     StartCoroutine(RecursiveSpawner());
 }