/** * Créer les panels pour chacun des joueurs */ IEnumerator LoadPanelPlayerGaming() { LinkedList <CommunicationDeviceBLS> ldb = FinderDevicesBLS.Instance.GetListDevicesBLS(); // on lance toutes les connexions Si problème on ne va pas créer un panneau pour le joueur foreach (var device in ldb) { device.StartGame(this); } if (IsNoPlayer()) { yield return(null); } HeroGameLogic hgl = GameObject.Find("GameLogic").GetComponent <HeroGameLogic>(); ldb = FinderDevicesBLS.Instance.GetListDevicesBLS(); int nbPlayer = ldb.Count; float w = 1.0f / nbPlayer; int counter = 0; foreach (var device in ldb) { int layer = LayerMask.NameToLayer("Player" + (counter + 1).ToString()); hgl.ResetDataPlayer(device.surnameDevice); Camera cam = Instantiate(ownCamera, new Vector3(0, 0, -10), Quaternion.identity); cam.rect = new Rect(w * counter, 0.0f, w, 1.0f); cam.backgroundColor = device.colorPlayer; cam.cullingMask = (1 << layer) + (1 << LayerMask.NameToLayer("UI")); Canvas can = Instantiate(canvas, new Vector3(0, 0, 0), Quaternion.identity); can.renderMode = RenderMode.ScreenSpaceCamera; can.worldCamera = cam; can.transform.GetChild(0).gameObject.GetComponent <PPText>().name = "HeroScore" + device.surnameDevice; can.transform.GetChild(1).gameObject.GetComponent <Text>().text = device.surnameDevice; can.SendMessage("InitDevice", device); can.SendMessage("TheStart", layer); ++counter; } // Temps d'attente pour que le joueur se prepare pour jouer yield return(new WaitForSeconds(3.0f)); loadCanvas.enabled = false; isLoading = false; }
void Awake() { sr = GetComponent <SpriteRenderer>(); hgm = GameObject.Find("GameLogic").GetComponent <HeroGameLogic>(); }