public void InitStartGame(bool enablePaintWeapon) { #if UNITY_ANDROID if (ois.player1Exposer.playerAgent.players[0] && ois.player1Exposer.playerAgent.players[1]) { PlayerGUI[0].SetActive(false); PlayerGUI[1].SetActive(true); } else { PlayerGUI[0].SetActive(true); PlayerGUI[1].SetActive(false); } #endif // TODO : reset position of players and to reset all values of intent gameIsStart = true; timer = StartCoroutine(CounterTimeLeft()); players.Add(ois.player1Exposer.playerTransform); players.Add(ois.player2Exposer.playerTransform); winnerId = -1; for (int i = 0; i < GameStateRules.MAX_ITEMS; i++) { items.Add(ois.itemExposer[i].ItemGameObject); } GameStateRules.Init(ref gs, enablePaintWeapon); SetItemsPosition(); InitItemsType(); PopObstacle(); }
public void StartGame(IAgent[] agents) { for (var i = 0; i < players.Length; i++) { playerAgents[i] = agents[i]; // playerViews[i] = players[i].transform; } GameStateRules.Init(ref GameParameters.Instance.Parameters, ref gs, this); }