void ResetPlayers(int playerLost) { Player1.transform.position = player1Start; player1View.rotation = player1StartRot; Player2.transform.position = player2Start; player2View.rotation = player2StartRot; Player_Abilities p1 = Player1.GetComponent <Player_Abilities>(); p1.StopAllCoroutines(); p1.ballHeld = false; p1.cooldown = false; Player_Abilities p2 = Player2.GetComponent <Player_Abilities>(); p2.StopAllCoroutines(); p2.ballHeld = false; p2.cooldown = false; if (playerLost == 1) { Ball.GameBall.transform.position = Player1.transform.position + (player1View.forward * 5); Ball.GameBall.transform.position = new Vector3(Ball.GameBall.transform.position.x, ballStartY, Ball.GameBall.transform.position.z); Ball.instance.lastPlayer = Player1; } else { Ball.GameBall.transform.position = Player2.transform.position + (player2View.forward * 5); Ball.GameBall.transform.position = new Vector3(Ball.GameBall.transform.position.x, ballStartY, Ball.GameBall.transform.position.z); Ball.instance.lastPlayer = Player2; } Ball.instance.speed = Ball.instance.baseSpeed; Ball.instance.body.velocity = Vector3.zero; Ball.GameBall.transform.localScale = Vector3.one; }
private IEnumerator Run(Block_DataModel matchedtxdata) { GameObject[] Players = GameObject.FindGameObjectsWithTag("Player"); //find all players currently spawned in server float waitTime = 0f; Debug.Log("uwu1"); foreach (GameObject player in Players) { if (matchedtxdata.from.Equals(player.name, StringComparison.InvariantCultureIgnoreCase)) //if player name(address) is equal to from value in matched txdata. { Debug.Log("uwu"); Player_Abilities player_abilities = player.GetComponent <Player_Abilities>(); //get player properties script of this player. SetAbilityAcctotx(matchedtxdata, player_abilities); //transfer matched tx + its specific player ability script to combine. } yield return(new WaitForSeconds(waitTime)); } }
void SetAbilityAcctotx(Block_DataModel matchedtxdata, Player_Abilities player_abilities) { //DEBUG : enable ability for this player /////////// DEBUG Debug.Log("Debug_PlayerAbility with Tx:"); Debug.Log(matchedtxdata.from); //////////////////////////////////////////////////////// player_abilities.address = matchedtxdata.from; decimal abilityvalue = decimal.Parse(matchedtxdata.value); abilityvalue = abilityvalue / 1000000000000000000; // Wei to ether float f_abilityvalue = (float)abilityvalue; //changing decimal to float : optimatize if (f_abilityvalue > 1) { f_abilityvalue = 1; } //Max 1 Ether only ability, efn Whale Proof! f_abilityvalue *= 100; //1ether = 100 ability player_abilities.abilityvalue = f_abilityvalue; //ablityvalue acc to tx value. }