// Start is called before the first frame update void Start() { playerMove = GetComponent <PlayerMovement>(); jail = jailManagement.GetComponent <JailManagement>(); jailExits = new List <Transform> { jailExitWest, jailExitNorth, jailExitEast, jailExitSouth }; }
// Start is called before the first frame update void Start() { // Jail Players jail1ManagementComp = jail1Management.GetComponent <JailManagement>(); jail2ManagementComp = jail2Management.GetComponent <JailManagement>(); jail3ManagementComp = jail3Management.GetComponent <JailManagement>(); playerInJail1.transform.parent.position = jail1Spawn.transform.position; playerInJail1.transform.localPosition = Vector3.zero; playerInJail2.transform.parent.position = jail2Spawn.transform.position; playerInJail3.transform.parent.position = jail3Spawn.transform.position; jail1ManagementComp.jailedAttackers.Enqueue(playerInJail1); jail2ManagementComp.jailedAttackers.Enqueue(playerInJail2); jail3ManagementComp.jailedAttackers.Enqueue(playerInJail3); }
// Start is called before the first frame update void Start() { jail = jailManagement.GetComponent <JailManagement>(); }