public void AssignRandomGod() { runtimeChoices.chosenGods[godNumber - 1] = availableGods[UnityEngine.Random.Range(0, 3)]; FindObjectOfType<AudioList>().SetGodSounds(); godInfo = runtimeChoices.chosenGods[godNumber - 1]; sprite = godInfo.topBarIcon; attackType = godInfo.attackType; spriteRenderer.sprite = sprite; tmproName.text = godInfo.godName; }
public void Start() { emoteDuration = 0; emoteMaxTime = 1f; isEmoting = false; if (runtimeChoices.chosenGods[godNumber - 1] == null) { runtimeChoices.chosenGods[godNumber - 1] = availableGods[UnityEngine.Random.Range(0, 3)]; } FindObjectOfType<AudioList>().SetGodSounds(); cameraShake = FindObjectOfType<CameraShake>(); entranceEffects = FindObjectOfType<EnemyEntranceEffects>(); if (spriteRenderer == null) { spriteRenderer = GetComponent<SpriteRenderer>(); } if (runtimeChoices.chosenGods.Length >= godNumber && gamesettings.GetAmountOfPlayers() > godNumber) { godInfo = runtimeChoices.chosenGods[godNumber - 1]; sprite = godInfo.topBarIcon; attackType = godInfo.attackType; spriteRenderer.sprite = sprite; tmproName.text = godInfo.godName; isEnabled = true; Debug.Log("Finished god-initializing"); } else { spriteRenderer.sprite = null; isEnabled = false; gameObject.SetActive(false); } if (readyForFire == null) { return; } readyForFire.text = "Ready to Fire!"; }