// Use this for initialization void Start() { opponentField.SetActive(false); if (gameStateManager.playerOrder == 1) { shootTurn = ShootTurn.PLAYERTURN; } else { shootTurn = ShootTurn.OPPONENTTURN; } //Transform animation size to fit cell size goCross.transform.localScale = GetTransformScale(goCross, 0.9f); goExplosion.transform.localScale = GetTransformScale(goExplosion, 2.0f); goSmoke.transform.localScale = GetTransformScale(goSmoke, 1.0f); goWater.transform.localScale = GetTransformScale(goWater, 2.0f); goBlueDot.transform.localScale = GetTransformScale(goBlueDot, 0.5f); for (int i = 0; i < 2; i++) { queue[i] = new Queue <GameObject>(); } canvasResult.SetActive(false); canvasTurn.SetActive(false); }
void SwitchTurn() { shootTurn = 1 - shootTurn; Debug.Log("Switch to " + shootTurn); if (shootTurn == ShootTurn.PLAYERTURN) { curTurnText = "YOUR TURN"; canShoot = true; } else { curTurnText = "OPPONENT'S TURN"; canShoot = false; } }