//TODO: Create the players and ai objects when entering main game scene for enabling / disabling later void CreatePlayers() { textManager = FindObjectOfType <PlayerJoinTextHandler>(); textManager.GetPlayers(playerOneIsIn, playerTwoIsIn, screenlayingDown); //Spawn Players playerOne = Instantiate(playerGameobject, leftStartPosition, ref_LeftRotation); playerOne.transform.eulerAngles = new Vector3(0, 0, -90); playerOne.SetActive(false); playerTwo = Instantiate(playerGameobject, rightStartPosition, ref_RightRotation); playerTwo.transform.eulerAngles = new Vector3(0, 0, 90); playerTwo.SetActive(false); //Spawn AI aiOne = Instantiate(aIGameobject, leftStartPosition, ref_LeftRotation); aiOne.transform.eulerAngles = new Vector3(0, 0, -90); aiTwo = Instantiate(aIGameobject, rightStartPosition, ref_RightRotation); aiTwo.transform.eulerAngles = new Vector3(0, 0, 90); }
void CreatePlayers() { textaManeger = FindObjectOfType <PlayerJoinTextHandler>(); textaManeger.GetPlayers(playerOneIsIn, playerTwoIsIn, screenlayingDown); if (playerOneIsIn) { playerOne = Instantiate(playerGameobject, startPosiotion1, ref_StartRotation1); } else { playerOne = Instantiate(aIGameobject, startPosiotion1, ref_StartRotation1); } playerOne.transform.eulerAngles = new Vector3(0, 0, -90); if (playerTwoIsIn) { playerTwo = Instantiate(playerGameobject, startPosiotion2, ref_StartRotation2); } else { playerTwo = Instantiate(aIGameobject, startPosiotion2, ref_StartRotation2); } playerTwo.transform.eulerAngles = new Vector3(0, 0, 90); }