// Use this for initialization void Start() { abilityCountDown = abilityCountDownInitial; PlayerScript = GetComponent <PlayerScriptCS>(); vfxObj = PlayerScript.vfxObj; InvokeRepeating("Countdown", 0, 1); }
void Awake() { LevelsController = GameObject.Find("LevelsController").GetComponent <LevelsControllerCS>(); //--hide the score modal so we can show it later ScoreModal.SetActive(false); Player1 = LoadPlayer("Player1Dummy", 1); Player2 = LoadPlayer("Player2Dummy", 2); Player1Script = Player1.GetComponent <PlayerScriptCS>(); Player2Script = Player2.GetComponent <PlayerScriptCS>(); Player1Movement = Player1.GetComponent <PlayerMovementCS>(); Player2Movement = Player2.GetComponent <PlayerMovementCS>(); //--hide the "play again" button initially, so we can show it later PlayAgainBtn.SetActive(false); //--set the players to know what they are if (LevelsController.p1SelectedCharString.Length > 0) { Player1Script.playerCharacter = LevelsController.p1SelectedCharString; } else { Player1Script.playerCharacter = defaultPlayer; } if (LevelsController.p2SelectedCharString.Length > 0) { Player1Script.playerCharacter = LevelsController.p2SelectedCharString; } else { Player1Script.playerCharacter = defaultPlayer; } //--if the game is single player, disable the normal player movement script //--and activate the object containing single player scripts if (LevelsController.singlePlayer) { Debug.Log("this is single player mode"); Player2.GetComponent <PlayerMovementCS>().enabled = false; Player2.transform.Find("PlayerSeeker").gameObject.SetActive(true); RBtn.SetActive(false); RInstruction.SetActive(false); } else { Debug.Log("disable playerseeker"); Player2.transform.Find("PlayerSeeker").gameObject.SetActive(false); RBtn.SetActive(true); } Debug.Log("start the level"); gameObject.SendMessage("StartLevel", 0); //--get the advert script - load last AdvertController = GetComponent <AdvertControllerCS>(); }
void Start() { PlayerController = GetComponent <PlayerScriptCS>(); rb = GetComponent <Rigidbody>(); }