// Start is called before the first frame update void Start() { #region generation //float width = 2f * tileScale; //float height = Mathf.Sqrt(3f) * tileScale; //float downShift = 0.08f; //Vector3 centerOffset = new Vector3((gridWidth - 1) * width - (gridWidth - 1) * width * .25f, 0f, (gridHeight - 1) * height + height / 2f); //for (int x = 0; x < gridWidth; ++x) //{ // for (int z = 0; z < gridHeight; ++z) // { // GameObject newTile = Instantiate(theTilePrefab) as GameObject; // GameObject tileMesh = newTile.transform.GetChild(0).gameObject; // newTile.transform.position = new Vector3(x * width - x * width * .25f, -downShift, z * height + (x % 2 == 0 ? 0 : height / 2f)) - centerOffset * .5f; // newTile.transform.localScale = new Vector3(tileScale, 1f, tileScale); // newTile.transform.parent = gameObject.transform; // tileMesh.GetComponent<MeshRenderer>().material = theTileMat; // hexGrids.Add(newTile); // } //} //PrefabUtility.SaveAsPrefabAsset(gameObject, "Assets/Prefabs/Grids2.prefab"); #endregion if (visited.Count != hexGrids.Count) { visited = new List <bool>(); for (int x = 0; x < hexGrids.Count; ++x) { visited.Add(false); } } manager = GameObject.Find("GameManager").GetComponent <HexGameManager>(); UpdateGameManager(); }
private void Start() { //All players except yourself will be assigned the 'Player' layer, so that they can be shot, except you. if (!photonView.IsMine) { gameObject.layer = 11; gameObject.tag = "Player"; } else { divisionUIParent = GameObject.Find("DivisionUI"); //Set the division script to the player GameObject switch (GameData.GetDivision()) { case GameData.Division.P_Damage: p_Division = gameObject.AddComponent <Damage>(); divisionUIParent.transform.Find("DamageUI").gameObject.SetActive(true); p_Division.Init(7.5f, 8.5f, 450f); GameObject.Find("WeaponScrollUI").GetComponent <WeaponUI>().SetRifleSprite("Damage"); break; case GameData.Division.P_Flank: p_Division = gameObject.AddComponent <Flank>(); divisionUIParent.transform.Find("FlankUI").gameObject.SetActive(true); p_Division.Init(10f, 5f, 500f); GameObject.Find("WeaponScrollUI").GetComponent <WeaponUI>().SetRifleSprite("Flank"); break; case GameData.Division.P_Tank: p_Division = gameObject.AddComponent <Tank>(); divisionUIParent.transform.Find("TankUI").gameObject.SetActive(true); p_Division.Init(5f, 8f, 400f); GameObject.Find("WeaponScrollUI").GetComponent <WeaponUI>().SetRifleSprite("Tank"); break; } sceneCam = GameObject.Find("Cameras").transform.Find("GameEnd").gameObject; if (sceneCam != null) { sceneCam.SetActive(false); } t_currHP = GameObject.Find("CurrHP").GetComponent <TextMeshProUGUI>(); GameObject.Find("BaseHP").GetComponent <TextMeshProUGUI>().text = t_currHP.text = ((int)maxHealth).ToString(); } //Set my player camera to true camParent.SetActive(photonView.IsMine); //Camera.main.gameObject.SetActive(false); playerRig = GetComponent <Rigidbody>(); weaponOrigin = weaponParent.localPosition; //Set health currHealth = maxHealth; manager = GameObject.Find("GameManager").GetComponent <HexGameManager>(); loadout = GetComponent <PlayerLoadout>(); if (photonView.IsMine) { teamName = manager.GetLocalPlayerTeam(); photonView.RPC("SyncTeamName", RpcTarget.AllBuffered, teamName, GameData.playerName); TextMeshProUGUI teamText = GameObject.Find("Team").GetComponent <TextMeshProUGUI>(); teamText.text = teamName + " Team"; teamText.color = teamName == "Blue" ? new Color(0f, 1f, 1f) : new Color(1f, 0f, 0f); } hpBar = GameObject.Find("HpBar").transform; currAmmo = GameObject.Find("CurrAmmo").GetComponent <TextMeshProUGUI>(); baseAmmo = GameObject.Find("BaseAmmo").GetComponent <TextMeshProUGUI>(); currHpScale = 1f; crosshair = GameObject.Find("Crosshair"); isMoving = false; assistList = new List <int>(); }
// Start is called before the first frame update void Start() { manager = GameObject.Find("GameManager").GetComponent <HexGameManager>(); updated = false; }