// Use this for initialization void Start() { StartCoroutine(BlinkText()); StartCoroutine(WaitText()); RandomTitleGenerator.GetTitle(); style = new GUIStyle(); style.normal.textColor = Color.white; style.font = font; if (Menu.Instance != null) { CurrentState = Menu.Instance.CurrentState; } }
IEnumerator StartGame() { ready = true; startText = "3"; yield return(new WaitForSeconds(0.75f)); startText = "2"; yield return(new WaitForSeconds(0.75f)); startText = "1"; yield return(new WaitForSeconds(0.75f)); startText = "READY?"; yield return(new WaitForSeconds(0.75f)); startText = RandomTitleGenerator.GetReady(); yield return(new WaitForSeconds(0.75f)); GameManager.ActivePlayers = playersReady; CurrentState = GameState.Game; Application.LoadLevel("main2"); yield return(null); }
// Update is called once per frame void Update() { waitingPlayers = 0; for (int i = 0; i < playersReady.Length; i++) { if (playersReady[i]) { waitingPlayers += 1; } } switch (CurrentState) { case GameState.Title: if (Input.GetKeyDown(KeyCode.Return)) { title = string.Empty; CurrentState = GameState.PlayerSelect; } if (Input.GetKeyDown(KeyCode.BackQuote)) { title = RandomTitleGenerator.GetTitle(); } break; case GameState.PlayerSelect: if (Input.GetKeyDown(KeyCode.X)) { playersReady[0] = true; } if (Input.GetKeyDown(KeyCode.W)) { playersReady[1] = true; } if (Input.GetKeyDown(KeyCode.O)) { playersReady[2] = true; } if (Input.GetKeyDown(KeyCode.UpArrow)) { playersReady[3] = true; } if ((teamsReady()) && Input.GetKeyDown(KeyCode.Return)) { StartCoroutine(StartGame()); } break; case GameState.Game: break; case GameState.GameResults: if (Input.GetKeyDown(KeyCode.Return)) { CurrentState = GameState.Title; Application.LoadLevel("menu"); } break; } }