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