Esempio n. 1
0
    public void Awake()
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            CubesLoc.Add(transform.GetChild(i).gameObject);
        }
        if (ConstructDirectory.IsLoaded == false)
        {
            ConstructDirectory.Load();
        }
        ConstructDisplayed = new ConstructData();
        ConstructDisplayed = ConstructDirectory.GetRandom();
        List <GameObject> SentCubes = new List <GameObject>();

        for (int i = 0; i < CubesLoc.Count; i++)
        {
            if (i < ConstructDisplayed.RequiredCubes)
            {
                CubesLoc[i].SetActive(true);
                SentCubes.Add(CubesLoc[i]);
            }
            else
            {
                CubesLoc[i].transform.position = transform.position;
                CubesLoc[i].SetActive(false);
            }
        }
        ConstructDisplayed.SetUp(this.transform, 0);
        ConstructDisplayed.ChangeInto(SentCubes);
    }
 void Awake()
 {
     rb = GetComponent <Rigidbody>();
     if (PlayerList == null)
     {
         PlayerList = new List <CubePlayer>();
         Players    = new string[4];
     }
     AssignPlayer();
     DontDestroyOnLoad(this.gameObject);
     for (int i = 0; i < transform.childCount; i++)
     {
         if (gameObject.transform.GetChild(i).gameObject.tag == "Cube")
         {
             CubesLoc.Add(gameObject.transform.GetChild(i).gameObject);
         }
     }
     if (ConstructDirectory.IsLoaded == false)
     {
         ConstructDirectory.Load();
     }
     ConstructsObtained    = new ConstructData[4];
     ConstructsObtained[0] = (ConstructDirectory.Find(ConstructType.CubeGuy));
     ConstructsObtained[1] = (ConstructDirectory.Find(ConstructType.Turret));
     ConstructsObtained[2] = (ConstructDirectory.Find(ConstructType.Car));
     ConstructsObtained[3] = (ConstructDirectory.Find(ConstructType.Tank));
     SentCubes             = new List <GameObject>();
     Menu = new MenuControl(MenuObj, this);
     for (int i = 0; i < CubesLoc.Count; i++)
     {
         if (i < ConstructsObtained[0].RequiredCubes)
         {
             SentCubes.Add(CubesLoc[i]);
         }
         else
         {
             CubesLoc[i].transform.position = transform.position;
             CubesLoc[i].SetActive(false);
         }
     }
     CurrentConstruct = ConstructsObtained[0];
     CurrentConstruct.SetUp(this.transform, PlayerNum);
     CurrentConstruct.ChangeInto(SentCubes);
 }