private void BonusLifeGainCheck() { Player p1 = PlayerOne.GetComponent <Player>(); if (p1.GetScore() > scoreNeededForExtraLife_p1) { scoreNeededForExtraLife_p1 += scoreNeededIncrease; if (p1.GetCurrentLives() < 6) { p1.GainLife(); } } if (PlayerTwo.activeSelf) { Player p2 = PlayerTwo.GetComponent <Player>(); if (p2.GetScore() > scoreNeededForExtraLife_p2) { scoreNeededForExtraLife_p2 += scoreNeededIncrease; if (p2.GetCurrentLives() < 6) { p2.GainLife(); } } } }
private void ScoreUpdate(int addedValue) { if (PlayerOne.activeSelf) { PlayerOne.GetComponent <Player>().AddToScore(addedValue); } if (PlayerTwo.activeSelf) { PlayerTwo.GetComponent <Player>().AddToScore(addedValue); } }
public void MovePlayer(SocketIOEvent ev) { float x = float.Parse(ev.data["x"].ToString()); float y = float.Parse(ev.data["y"].ToString()); int lePlayer = int.Parse(ev.data["player"].ToString()); Debug.Log("X: " + x + "Y: " + y + "Player: " + lePlayer); if (lePlayer == 1) { PlayerOne.GetComponent <PlayerManager>().setTargetPos(x, y); } if (lePlayer == 2) { PlayerTwo.GetComponent <PlayerManager>().setTargetPos(x, y); } }
//Only call after screen is restored. private void EndShopping() { //Enable the players based on mode and if alive. if (!PlayerOne.GetComponent <Player>().IsDead) { PlayerOne.SetActive(true); } if (GameMaster.instance.twoPlayersActive && !PlayerTwo.GetComponent <Player>().IsDead) { PlayerTwo.SetActive(true); } shopActive = false; initialKeyPressed = false; waitingForPress = false; startWaitComplete = false; }
public int GetPlayerTwoPoints() { return(PlayerTwo.GetComponent <Player>().GetScore()); }