public GameObject CreateRunner() { pad = GamepadManager.GetCurrentPad(); if (null != pad && !pad.isUse) { pad.isUse = true; return(CreateRunnerPlayer(pad)); } return(null); }
void ListenToGamepad() { pad = GamepadManager.GetCurrentPad(); if (null != pad) { Icon.pad = pad; Options.SetActive(true); gameObject.SetActive(false); } }
private void ListenGamepad() { pad = GamepadManager.GetCurrentPad(); if (null != pad && !pad.isUse) { if (currentPlayer < 2) { pad.isUse = true; CreaeteShooterPlayer(pad); } else if (currentPlayer < 3) { pad.isUse = true; CreateDefenderPlayer(pad); } else { pad.isUse = true; CreateRunnerPlayer(pad); GameStateManager.SetCurrentState(PlayingState.Instance); } currentPlayer++; } }