private void RpcSetupPlayerOnAllClients() { if (firstSetup) { col = this.GetComponent <Collider>(); wasEnabled = new bool[disableOnDeath.Length]; for (int i = 0; i < wasEnabled.Length; i++) { wasEnabled[i] = disableOnDeath[i].enabled; } playerUIObj = this.GetComponent <PlayerSetup>().GetPlayerUI(); SetCurrentPlayerMoney(GameManager.instance.matchSettings.startPersonalMoney); if (playerUIObj != null) { playerUI = playerUIObj.GetComponent <PlayerUIScript>(); } else { playerUI = null; } firstSetup = false; } SetDefaults(); }
void Awake() { rig = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); hitEffect = gameObject.GetComponentInChildren <ParticleSystem>(); playerUI = FindObjectOfType <PlayerUIScript>(); }
private void Start() { ui = this.transform.parent.parent.GetComponent <PlayerUIScript>(); if (ui == null) { Debug.LogError("No UI script found in this BuyWeaponButtonScript: " + this.name); } }
public void TargetCreateReadyIndicators(GameObject[] connectedPlayers) { for (int i = 0; i < connectedPlayers.Length; i++) { PlayerUIScript playerUIScript = connectedPlayers[i].GetComponent <PlayerUIScript>(); AddReadyIndicators(playerUIScript); } }
//if all players ready, can start game public void CheckGameStart() { foreach (GameObject player in GameObject.FindGameObjectsWithTag("Player")) { PlayerUIScript playerUIScript = player.GetComponent <PlayerUIScript>(); if (!playerUIScript.isReady) { return; } } StartGame(); }
private void CmdCreateReadyIndicators() { GameObject[] connectedPlayers = gm.GetPlayers(); TargetCreateReadyIndicators(connectedPlayers); //creating all the existing ready indicators with the array of all players GameObject lastPlayer = connectedPlayers[connectedPlayers.Length - 1]; Array.Resize(ref connectedPlayers, connectedPlayers.Length - 1); for (int i = 0; i < connectedPlayers.Length; i++) { PlayerUIScript playerUI = connectedPlayers[i].GetComponent <PlayerUIScript>(); playerUI.TargetCreateReadyIndicators(new GameObject[] { lastPlayer }); //adding the new player to all existing clients } }
//generates a text and image object for a player, adds it to the list of texts and images that exist private void AddReadyIndicators(PlayerUIScript playerUIScript) { Text readyText = Instantiate(readyIndicatorTextPrefab, canvasTransform); Image readyImage = Instantiate(readyIndicatorImagePrefab, canvasTransform); Vector2 textPosition = readyText.GetComponent <RectTransform>().anchoredPosition; Vector2 imagePosition = readyText.GetComponent <RectTransform>().anchoredPosition; textPosition.y -= 40 * readyIndicatorTextList.Count; imagePosition.y -= 40 * readyIndicatorImageList.Count; readyText.GetComponent <RectTransform>().anchoredPosition = textPosition; readyImage.GetComponent <RectTransform>().anchoredPosition = imagePosition; readyText.text = string.IsNullOrEmpty(playerUIScript.playerName) ? ("Player " + players.Length.ToString()) : playerUIScript.playerName; //in case playername hasn't updated from server to client print("generating " + playerUIScript.playerName); readyImage.sprite = playerUIScript.isReady?readySprite:notReadySprite; readyIndicatorTextList.Add(readyText); readyIndicatorImageList.Add(readyImage); }
void Start() { RedScript = RedPuppetUI.GetComponent <PlayerUIScript>(); BlueScript = BluePuppetUI.GetComponent <PlayerUIScript>(); if (RedScript != null) { RedScript.Show(true); } if (BlueScript != null) { BlueScript.Show(true); } AudienceScript = AudienceBar.GetComponent <AudienceBarScript>(); AudienceScript.ShowAll(AudienceUIScript.Notice.Alert); SceneSwitcher = GetComponent <SceneSwitcher>(); StartCoroutine(WaitForReady()); }
public void Init() { this.name = "Player"; m_PlayerStats = new CStats(); m_InventorySystem = new CInventorySystem(InventoryPanel.GetComponent <CInventorySlots>(), InventoryUI.GetComponent <CInventory>()); m_playerQuestList = new List <QuestBase>(); CProgression.Instance.LoadPlayerSave(this); m_RoomCoord = new CTRoomCoordinate(0, 0); PostOffice.Instance.Register(name, gameObject); // TODO Move to Spawn() ? m_IsImmortal = false; m_PlayerSprite = GetComponent <SpriteRenderer>().sprite; m_PrestigeSystem = new PrestigeSystem(); AchievementSystem.Instance.Init(this.GetStats()); UIScript = GetComponent <PlayerUIScript>(); UIScript.Init(); }
void Awake() { collider = GetComponent <CapsuleCollider>(); rigidbody = GetComponent <Rigidbody>(); renderer = GetComponentInChildren <SpriteRenderer>(); animator = GetComponentInChildren <Animator>(); movement = GetComponent <PlayerMovementScript>(); status = GetComponent <PlayerStatusScript>(); ui = GetComponentInChildren <PlayerUIScript>(); if (movement != null) { movement.self = this; } if (status != null) { status.self = this; } if (ui != null) { ui.self = this; } }
// Use this for initialization void Start() { playerName = "Player" + ++PlayerCount; /////////////////////////////////////////////////// // DO NOT TOUCH THIS PIECE OF CODE. IT SETS UP THE UI // IF YOU TRY TO DO IT IN ANY OTHER WAY, IT WILL JUST BREAK THE UI // IN UNEXPECTED WAYS if (isLocalPlayer) { spawnPoints = FindObjectsOfType <NetworkStartPosition>(); playerUiInstance = Instantiate(playerUiPrefab); playerUiInstance.transform.parent = this.gameObject.transform; playerAudioListenerInstance = Instantiate(playerAudioListenerPrefab, Vector3.zero, Quaternion.identity, this.gameObject.transform); } if (isClient) { spawnCamera = GameObject.FindGameObjectWithTag("SpawnScreenCamera").GetComponent <Camera>(); respawnWaitArea = GameObject.FindGameObjectWithTag("RespawnWaitArea").transform; playerUI = GetComponent <PlayerUIScript>(); playerUI.SetControllerReference(this); movement = GetComponent <MovementScript>(); mouseLook = GetComponent <MouseLook2>(); mouseLook.SetRespawnCamera(spawnCamera); hitmarkerTimer = hitmarkerRemoveAfterTime; CmdSetupAmmo(); } /////////////////////////////////////////////////// // This needs to be called on both the server and client gunInstances = new List <GameObject>(); hasGun = new List <bool>(); Transform weaponTransform = transform.Find("CameraController").Find("WeaponHolder"); int i = 0; foreach (Transform child in guns) { gunInstances.Add(child.gameObject); gunInstances[i].gameObject.SetActive(false); hasGun.Add(false); i++; } meleeInstance = Instantiate(meleeObject, weaponTransform.position, meleeObject.transform.rotation) as GameObject; meleeInstance.GetComponent <MeleeWeapon>().SetOwner(this); meleeInstance.gameObject.SetActive(false); meleeInstance.transform.parent = weaponTransform; gunInstances[0].gameObject.SetActive(true); gunInstances[0].GetComponent <BaseWeapon>().RefillAmmo(); hasGun[0] = true; isMeleeing = false; meleeTimer = meleeOutTime; canSwitchWeapon = true; weaponSwitchTimer = weaponSwithWaitTime; }