public PlayerScoreInfo(PlayerCharacterSettingsScript pl, int kill, int assist, int death) { player = pl; kills = kill; assists = assist; deaths = death; }
public void RegisterPlayerData(PlayerCharacterSettingsScript characterBuild) { build = characterBuild.character; }
bool allowUpdates = false; //can this PlayerCharacterSettingsScript save changes to the user's preferences #endregion Fields #region Constructors static PlayerCharacterSettingsScript() { currentBuild = new PlayerCharacterSettingsScript(); }
void ApplyBuild(NetworkViewID p, NetworkMessageInfo info) { build = playerData.GetPlayerData(p); //grab our Player's build from PlayerData build.character = this; //mark this CharacterBuildScript in the PlayerData, under the appropriate player //for our overhead name display, mark our build nameDisplay.RegisterPlayerData(build); //Set the player's color based on the team they have selected transform.Find("CharacterModel").renderer.material.SetColor("_Color", build.team.color); //Always add the two movement abilities first, jump, then dash AbilityDatabase.GetMoveAbility(0).AddToPlayer(this); //jump AbilityDatabase.GetMoveAbility(1).AddToPlayer(this); //dash //add the role abilities AbilityDatabase.GetRoleAbility(0).AddToPlayer(this); //push AbilityDatabase.GetRoleAbility(1).AddToPlayer(this); //box drop AbilityDatabase.GetRoleAbility(2).AddToPlayer(this); //area push AbilityDatabase.GetRoleAbility(4).AddToPlayer(this); //toggle gravity //if this is our player, register the build with the HUD if(networkView.isMine) hud.RegisterCharacterBuild(this); //start the cooldowns for this player RestartAbilities(); }