void DeactivateBlock(int playerNum) { ActivatedBlock curABScript = null; switch (playerNum) { case 1: curABScript = ABscript1; break; case 2: curABScript = ABscript2; break; case 3: curABScript = ABscript3; break; case 4: curABScript = ABscript4; break; } curABScript.blockActivated = false; curABScript.playerIndex = 0; curABScript.enabled = false; }
void ActivateBlock(GameObject block) { // Activate Block script = block.transform.GetChild(0).gameObject.GetComponent <ActivatedBlock>(); script.enabled = true; script.blockActivated = true; // Cooldown putActiveBlock = false; StartCoroutine("Cooldown"); }
void ActivateBlock(int blockIndex, int playerNum) { GameObject block = blocks[blockIndex]; // Activate Block based on blockIndex and playerNum switch (playerNum) { case 1: curNum1 = blockIndex; ABscript1 = block.transform.GetChild(0).gameObject.GetComponent <ActivatedBlock>(); ABscript1.playerIndex = playerNum; ABscript1.colorIndex = player1.GetComponent <PlayerController>().colorIndex; ABscript1.enabled = true; ABscript1.blockActivated = true; break; case 2: curNum2 = blockIndex; ABscript2 = block.transform.GetChild(0).gameObject.GetComponent <ActivatedBlock>(); ABscript2.playerIndex = playerNum; ABscript2.colorIndex = player2.GetComponent <PlayerController>().colorIndex; ABscript2.enabled = true; ABscript2.blockActivated = true; break; case 3: curNum3 = blockIndex; ABscript3 = block.transform.GetChild(0).gameObject.GetComponent <ActivatedBlock>(); ABscript3.playerIndex = playerNum; ABscript3.colorIndex = player3.GetComponent <PlayerController>().colorIndex; ABscript3.enabled = true; ABscript3.blockActivated = true; break; case 4: curNum4 = blockIndex; ABscript4 = block.transform.GetChild(0).gameObject.GetComponent <ActivatedBlock>(); ABscript4.playerIndex = playerNum; ABscript4.colorIndex = player4.GetComponent <PlayerController>().colorIndex; ABscript4.enabled = true; ABscript4.blockActivated = true; break; } switch (playerNum) { case 1: putActiveBlock1 = false; break; case 2: putActiveBlock2 = false; break; case 3: putActiveBlock3 = false; break; case 4: putActiveBlock4 = false; break; } // Initiate cooldown to determine when a certain player should be assigned a new block StartCoroutine(CooldownAB(playerNum)); }