private void SetColor(TimeWarrior w) { if (w.playerID == PlayerID.P1) { SpriteRenderer spriteRenderer = w.characterModel.transform.Find("Graphics").GetComponent <SpriteRenderer>(); spriteRenderer.color = new Color(240.0f / 255.0f, 125.0f / 255.0f, 125.0f / 255.0f, 255.0f / 255.0f); } else { SpriteRenderer spriteRenderer = w.characterModel.transform.Find("Graphics").GetComponent <SpriteRenderer>(); spriteRenderer.color = new Color(125.0f / 255.0f, 148.0f / 255.0f, 240.0f / 255.0f, 255.0f / 255.0f); } }
public void SpawnPlayer(Age theAge, TimeWarrior w) { GameObject spawnPoint; w.currentAge = theAge; spawnPoint = w.spawnPoint; switch (theAge) { case Age.SPACE: w.characterModel = Instantiate(spaceCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.INFO: w.characterModel = Instantiate(infoCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.WARS: w.characterModel = Instantiate(warsCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.IMPERIAL: w.characterModel = Instantiate(imperialCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.MEDIEVAL: w.characterModel = Instantiate(medievalCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.ANCIENT: w.characterModel = Instantiate(ancientCharacter, spawnPoint.transform.position, Quaternion.identity); break; case Age.STONE: w.characterModel = Instantiate(stoneCharacter, spawnPoint.transform.position, Quaternion.identity); break; } w.characterModel.GetComponent <PlayerCharacter.UserControl>().SetPlayerID(w.playerID); SetColor(w); }