public void UnselectCharacter(UtilObjects.PlayerSlot player)
 {
     if (player == UtilObjects.PlayerSlot.P1)
     {
         p1LockedIn = false;
     }
     else
     {
         p2LockedIn = false;
     }
 }
Esempio n. 2
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 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");
     }
 }
Esempio n. 4
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    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;
 }
Esempio n. 6
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 public void RoundOver(UtilObjects.PlayerSlot loser)
 {
     StartCoroutine(EndRound(loser));
 }
Esempio n. 7
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 public static void SetHealthbar(UtilObjects.PlayerSlot playerID, float healthPercent)
 {
     m_visualizers[(int)playerID].m_healthBar.value = healthPercent;
 }
Esempio n. 8
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 public static float GetCooldown(UtilObjects.PlayerSlot playerID, int abilityIndex)
 {
     return(m_visualizers[(int)playerID].m_timers[abilityIndex]);
 }
Esempio n. 9
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 public static void SetCooldown(UtilObjects.PlayerSlot playerID, int abilityIndex, float cooldown)
 {
     m_visualizers[(int)playerID].SetCooldown(abilityIndex, cooldown);
 }