// Update is called once per frame void Update() { // if there is a death space if (deathSpace != null) { // if the item box falls into the death space, it is returned to the object pool. if (deathSpace.InDeathSpace(transform.position) == true) { ItemManager.GetInstance().ReturnItem(this); } } // maybe check for the death space if it isn't set? // counts down to when this item should despawn if (useDespawnTimer) { despawnCountdown -= Time.deltaTime; // returns item to pool. if (despawnCountdown <= 0.0F) { despawnCountdown = 0.0F; ItemManager.GetInstance().ReturnItem(this); } } }
// Update is called once per frame void Update() { // the existing players List <PlayerObject> players = new List <PlayerObject>(); if (p1 != null) { players.Add(p1); } if (p2 != null) { players.Add(p2); } if (p3 != null) { players.Add(p3); } if (p4 != null) { players.Add(p4); } // goes through with all the players foreach (PlayerObject px in players) { // player has been found. if (px.playerScore >= winScore) { // searches for game builder GameBuilder gb = FindObjectOfType <GameBuilder>(); // if game builder exists, then tell it not to load the game again when it exists the scene. if (gb != null) { gb.recentWinner = px.playerNumber; // saves the most recent winner. gb.SetLoadGame(false); } SceneManager.LoadScene(nextScene); } // checks for death if (deathSpace.InDeathSpace(px.gameObject.transform.position)) { px.Respawn(); } } // if the game is timed. if (timedGame && countdownTimer != null) { // if the timer has hit zero, end the game. float currTime = countdownTimer.GetCurrentTimeValue(); // checks to see if time has reached 0. if (currTime <= 0.0F) { // loads scene. SceneManager.LoadScene(nextScene); } } // player 1 has won // if (p1 != null) // { // if (p1.playerScore >= winScore) // SceneManager.LoadScene("EndScene"); // // // death calculation. // if (deathSpace.InDeathSpace(p1.gameObject.transform.position)) // p1.Respawn(); // } // // // player 2 has won // if (p2 != null) // { // if (p2.playerScore >= winScore) // SceneManager.LoadScene("EndScene"); // } // // // player 3 has won // if (p3 != null) // { // if (p3.playerScore >= winScore) // SceneManager.LoadScene("EndScene"); // } // // // player 4 has won // if (p4 != null) // { // if (p4.playerScore >= winScore) // SceneManager.LoadScene("EndScene"); // } }