// Start is called before the first frame update void Awake() { networkPosition = new Vector3(); networkRotation = new Quaternion(); rigidBody = GetComponent <Rigidbody>(); _propBlock = new MaterialPropertyBlock(); specialAbilities = GetComponent <Car_Special_Ability>(); int abilityChoice = specialAbilities.GetAbilityChoice(); }
public void InitizalizeMeter(Car_Special_Ability special) { specialAbility = special; int carChoice = (int)PhotonNetwork.LocalPlayer.CustomProperties["carChoice"]; // Different cars provide different benefits to charge meter so, Car1 gets charge from being hit, Car2 gets charge over time, and Car3 gets 2 max charges if (carChoice > 3) { maxCharge = 200; } else if (carChoice == 2 || carChoice == 3) { StartCoroutine(ChargeOverTime()); } // If abilities aren't enabled for this lobby turn this gameobject off, otherwise activate chosen ability image if (!specialAbility.IsAbilityEnabled()) { this.gameObject.SetActive(false); } else { int abilityChoice = specialAbility.GetAbilityChoice(); if (abilityChoice == 0) { rocketSprite.SetActive(true); } else if (abilityChoice == 1) { jumpSprite.SetActive(true); } else if (abilityChoice == 2) { teleportSprite.SetActive(true); } } }