private void Start() { bottomPlayer = GameObject.Find("Player 1").GetComponent <CameraOneRotator>(); topPlayer = GameObject.Find("Player 2 Camera").GetComponent <CameraTwoRotator>(); floor = topPlayer.GetFloor(); face = topPlayer.GetState(); }
//private bool ghost = true; // Use this for initialization void Start() { prefab = Resources.Load("projectile") as GameObject; trapBase = GetComponent <TrapBase>(); cam = GameObject.Find("Player 2 Camera").GetComponent <CameraTwoRotator>(); animator = GetComponentInChildren <Animator>(); if (!GetComponentInChildren <CheckMultipleBases>().Placed) { switch (cam.GetState()) { case 1: transform.eulerAngles = new Vector3(0, 0, 0); projectileRotation = Quaternion.identity; velocity = new Vector3(-20, 0, 0); break; case 2: transform.eulerAngles = new Vector3(0, 270, 0); projectileRotation = Quaternion.Euler(0, -90, 0); velocity = new Vector3(0, 0, -20); break; case 3: transform.eulerAngles = new Vector3(0, 180, 0); projectileRotation = Quaternion.Euler(0, -180, 0); velocity = new Vector3(20, 0, 0); break; case 4: transform.eulerAngles = new Vector3(0, 90, 0); projectileRotation = Quaternion.Euler(0, -270, 0); velocity = new Vector3(0, 0, 20); break; } } else { switch (FaceNumberIfPrePlaced) { case 1: transform.eulerAngles = new Vector3(0, 0, 0); projectileRotation = Quaternion.identity; velocity = new Vector3(-20, 0, 0); break; case 2: transform.eulerAngles = new Vector3(0, 270, 0); projectileRotation = Quaternion.Euler(0, -90, 0); velocity = new Vector3(0, 0, -20); break; case 3: transform.eulerAngles = new Vector3(0, 180, 0); projectileRotation = Quaternion.Euler(0, -180, 0); velocity = new Vector3(20, 0, 0); break; case 4: transform.eulerAngles = new Vector3(0, 90, 0); projectileRotation = Quaternion.Euler(0, -270, 0); velocity = new Vector3(0, 0, 20); break; } } }