public void SetCollectibleDataForPlayer(HUD.PlayerHUD player, Sprite sp, float score, int ID) { switch (player) { case HUD.PlayerHUD.Player_01: //if it's the first collectible then reset data if (ID == 1) { m_players[0].ResetData(); } //et the data m_players[0].SetCollectibleData(sp, score, ID); break; case HUD.PlayerHUD.Player_02: //make sure that there are hud elements for player 02 configured if (m_players.Length > 1) { //if it's the first collectible then reset data if (ID == 1) { m_players[1].ResetData(); } //set the data m_players[1].SetCollectibleData(sp, score, ID); } else { Debug.LogWarning("Trying to set player 02 data when none is configured! Gameobject: " + this.gameObject.name); } break; } }
//only for adding score to an existing collectible public void AddCollectibleScoreForPlayer(HUD.PlayerHUD player, float score, int ID) { switch (player) { case HUD.PlayerHUD.Player_01: m_players[0].AddCollectibleScore(score, ID); break; case HUD.PlayerHUD.Player_02: //make sure that there are hud elements for player 02 configured if (m_players.Length > 1) { m_players[1].AddCollectibleScore(score, ID); } else { Debug.LogWarning("Trying to set player 02 data when none is configured! Gameobject: " + this.gameObject.name); } break; } }
//func for setting score data in the pause screen ui //by default the player is assumed to be player 01 public void SetData(int fireCount, int score, HUD.PlayerHUD player = HUD.PlayerHUD.Player_01) { switch (player) { case HUD.PlayerHUD.Player_01: m_players[0].SetData(fireCount, score); break; case HUD.PlayerHUD.Player_02: //make sure that there are hud elements for player 02 configured if (m_players.Length > 1) { m_players[1].SetData(fireCount, score); } else { Debug.LogWarning("Trying to set player 02 data when none is configured! Gameobject: " + this.gameObject.name); } break; } }