public override void Init() { // Create a new 3 second timer taking in account for lost time ( network or after announce ) m_Timer = new Local_Timer(); double timeLost = PhotonNetwork.time - m_StateStartTime; // time passed between announce & actual handling m_Timer.StartTimer(Time.time + 3, Time.time - timeLost); // Create the visual timer Object, this one is just for show UnityEngine.Object CountDownTextObject = (GameObject)Resources.Load("CountDownText"); GameObject newTimerObject = (GameObject)GameObject.Instantiate(CountDownTextObject, Vector3.zero, Quaternion.identity); newTimerObject.transform.Rotate(Vector3.right, 90f); newTimerObject.name = "Snackbar"; newTimerObject.GetComponent <countdownText>().StartCountdown(Time.time + 4, Time.time); PlayerManager.GetInstance().SpawnPlayers_All(); // Root all players PlayerManager.GetInstance().AddPlayerCondition_All(typeof(Condition_Rooted)); // Move Camera to Countdown position CameraPresetData presetData = CameraManager.GetInstance().GetCameraPresetPosition("CameraPreset_Countdown"); CameraManager.GetInstance().LerpTo(presetData.CameraPos, presetData.CameraTarget); // Hide scoreboard ScoreBoard.GetInstance().SetVisibility(false); #region old code /* * // OLD CODE * * // Set all player positions to their respective spawn positions * //GameObject playerList = GameObject.Find("Players"); * //GameObject spawnList = GameObject.Find("Spawners"); * //for (int i = 0; i < playerList.transform.childCount; i++) * //{ * // Transform playerTransform = playerList.transform.GetChild(i); * * // Player player = playerTransform.GetComponent<Player>(); * // Player_Movement player_movement = playerTransform.GetComponent<Player_Movement>(); * // Transform spawnpoint = spawnList.transform.GetChild(i).transform; * * // player.transform.position = spawnpoint.position; * // player_movement.enabled = false; * //} */ #endregion base.Init(); }
// Use this for initialization void Start() { CameraOffset = new Vector3(0, 15.0f, -2.0f); // Set camera's strategy to Idle SetCameraType(new Unity_CameraControl.Lerp()); CameraPresetData presetData = CameraManager.GetInstance().GetCameraPresetPosition("CameraPreset_Lobby"); CameraManager.GetInstance().LerpTo(presetData.CameraPos, presetData.CameraTarget); }
public CameraPresetData GetCameraPresetPosition(string name) { CameraPresetData presetData = new CameraPresetData(); for (int i = 0; i < CameraPresets.Length; i++) { if (CameraPresets[i] == null) { Debug.LogError("Camera Preset Array has a null element"); continue; } if( CameraPresets[i].transform.name == name) { presetData.CameraPos = CameraPresets[i].transform; presetData.CameraTarget = CameraPresets[i].GetChild(0); } } return presetData; }
public CameraPresetData GetCameraPresetPosition(string name) { CameraPresetData presetData = new CameraPresetData(); for (int i = 0; i < CameraPresets.Length; i++) { if (CameraPresets[i] == null) { Debug.LogError("Camera Preset Array has a null element"); continue; } if (CameraPresets[i].transform.name == name) { presetData.CameraPos = CameraPresets[i].transform; presetData.CameraTarget = CameraPresets[i].GetChild(0); } } return(presetData); }
public override void Init() { // This state lasts for 5 seconds? // Create a new 3 second timer taking in account for lost time ( network or after announce ) m_Timer = new Local_Timer(); double timeLost = PhotonNetwork.time - m_StateStartTime; // time passed between announce & actual handling m_Timer.StartTimer(Time.time + 6, Time.time - timeLost); // freeze all objects & players PlayerManager.GetInstance().AddPlayerCondition_All(typeof(Condition_Frozen)); // is there a deahball? if (m_Owner.DeathBallInstance != null) { m_Owner.DeathBallInstance.MovementSpeed = 0; } // Camera goes back to countdown CameraPresetData presetData = CameraManager.GetInstance().GetCameraPresetPosition("CameraPreset_Countdown"); CameraManager.GetInstance().LerpTo(presetData.CameraPos, presetData.CameraTarget); // Show scoreboard ScoreBoard.GetInstance().SetVisibility(true); m_CountdownTextBuffer = new List <string>(); m_CountdownTextBuffer.Add("<b>Resetting</b>"); m_CountdownTextBuffer.Add("<b>Game will reset in 1 seconds...</b>"); m_CountdownTextBuffer.Add("<b>Game will reset in 2 seconds...</b>"); m_CountdownTextBuffer.Add("<b>Game will reset in 3 seconds...</b>"); m_CountdownTextBuffer.Add("<b>Game will reset in 4 seconds...</b>"); base.Init(); }