// Use this for initialization void Start() { switch (playerNum) { case 1: color = PlayerColor.Blue; break; case 2: color = PlayerColor.Red; break; case 3: color = PlayerColor.Green; break; case 4: color = PlayerColor.Yellow; break; } saveColor(); left.playerNum = playerNum; right.playerNum = playerNum; left.other = right; right.other = left; left.selected = true; left.saveElement(); // right.modifier = modifier; right.selected = false; right.playerNum = playerNum; right.saveElement(); Debug.Log(GameInit.getPlayerElement(playerNum, 0).getName()); // activate(false); }
public void Awake() { if(playerNum > 2 && GameInit.playerNum <= 2 && playerNum > GameInit.playerNum) { this.gameObject.SetActive(false); return; } Debug.Log("Player Num: "+playerNum); GameInit.players [playerNum - 1] = this; facingRight = true; color = GameInit.getPlayerColor(playerNum); controllerNum = GameInit.getControllerNum(playerNum); // GameInit i = new GameInit (); elements [0] = GameInit.getPlayerElement(playerNum, 0); //new Earth(); elements [1] = GameInit.getPlayerElement(playerNum, 1);//new Air(); punchMaker(); // healthBarTrans = healthBar.GetComponent<RectTransform>() as RectTransform; // manaBarTrans = manaBar.GetComponent<RectTransform>() as RectTransform; // elementL.s /* * instantiate missile for player */ /* * instantiate wall for player */ }