protected void copyPlayerInventory()
    {
        // Copy contents of players pickups into spare array
        PlayerColorPickup pcp = player.GetComponent <PlayerColorPickup>();

        pcp.pickUpInvCopy = new List <PickupStruct>(pcp.pickUpInv);
    }
Esempio n. 2
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 // Use this for initialization
 void Start()
 {
     img              = GetComponent <Image>();
     player           = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerColorPickup>();
     playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
     yourButton       = gameObject.GetComponent <Button>();
     yourButton.onClick.AddListener(TaskOnClick);
 }
    // Only called once. Do everything here. Do not wait for more ticks.
    private void resetPlayer()
    {
        // Copy everything that is in the players last inventory (when we were last at the spawnpoint)
        // Into his current and reset his position to that checkpoint's position
        PlayerColorPickup pcp = controller.gameObject.GetComponent <PlayerColorPickup>();

        pcp.pickUpInv = pcp.pickUpInvCopy;
        Vector3 posToPutPlayer = controller.levels[controller.currLevel].getSpawnCheckpoint().teleport.transform.position;

        posToPutPlayer.y += 2.6f;
        gameObject.transform.position = posToPutPlayer;

        // So we can recopy the players inv again just incase he dies
        controller.levels[controller.currLevel].getSpawnCheckpoint().teleport.copied = false;
        controller.dead = false;
    }