public void UnselectCharacter(UtilObjects.PlayerSlot player) { if (player == UtilObjects.PlayerSlot.P1) { p1LockedIn = false; } else { p2LockedIn = false; } }
void SetSuper(int id, UtilObjects.PlayerSlot slot) { if (slot == UtilObjects.PlayerSlot.P1) { p1Super = id; } else { p2Super = id; } if (p1Super != -1 && p2Super != -1) { StartCoroutine(StartRound()); } }
public void LockCharacter(UtilObjects.PlayerSlot player, int characterID) { if (player == UtilObjects.PlayerSlot.P1) { PlayerOneCharacter = m_characters[characterID].name; p1LockedIn = true; } else if (player == UtilObjects.PlayerSlot.P2) { PlayerTwoCharacter = m_characters[characterID].name; p2LockedIn = true; } if (p1LockedIn && p2LockedIn) { //TODO Load the next scene, now that both of the static strings are set properly UnityEngine.SceneManagement.SceneManager.LoadScene("ArenaDebug"); } }
IEnumerator EndRound(UtilObjects.PlayerSlot loser) { UtilObjects.PlayerSlot winner = (loser == UtilObjects.PlayerSlot.P1) ? UtilObjects.PlayerSlot.P2 : UtilObjects.PlayerSlot.P1; m_roundCounters.GetChild((int)winner).GetChild(roundCounter[(int)winner]).GetComponent <RawImage>().color = Color.green; roundCounter[(int)winner]++; if (roundCounter[(int)winner] >= 3) { //Announce the winner m_countdownText.text = ((winner == UtilObjects.PlayerSlot.P1) ? CharacterSelectMenu.PlayerOneCharacter : CharacterSelectMenu.PlayerTwoCharacter) + " wins!"; m_countdownText.gameObject.SetActive(true); yield return(new WaitForSeconds(3.0f)); UnityEngine.SceneManagement.SceneManager.LoadScene("CharacterSelect"); } else { m_countdownText.text = "Knockout!"; m_countdownText.gameObject.SetActive(true); yield return(new WaitForSeconds(2.0f)); m_countdownText.gameObject.SetActive(false); NextRound(); } }
public void SwapCharacterPortrait(UtilObjects.PlayerSlot player, int newPictureIndex) { m_visualPortraits[(int)player].texture = m_characterPortraits[newPictureIndex].texture; }
public void RoundOver(UtilObjects.PlayerSlot loser) { StartCoroutine(EndRound(loser)); }
public static void SetHealthbar(UtilObjects.PlayerSlot playerID, float healthPercent) { m_visualizers[(int)playerID].m_healthBar.value = healthPercent; }
public static float GetCooldown(UtilObjects.PlayerSlot playerID, int abilityIndex) { return(m_visualizers[(int)playerID].m_timers[abilityIndex]); }
public static void SetCooldown(UtilObjects.PlayerSlot playerID, int abilityIndex, float cooldown) { m_visualizers[(int)playerID].SetCooldown(abilityIndex, cooldown); }