private void Start() { leftTop.GetComponent <Image>().sprite = smallHealth; rightTop.GetComponent <Image>().sprite = maxHealth; Debug.Log(i++); if (SelectPlayerScene.GetModus() == 1) { Debug.Log(s++); Debug.Log("Test"); NetworkSend.FirstPlayer(); // Gangster Store leftBot.GetComponent <Image>().sprite = bulletUpgrade; rightBot.GetComponent <Image>().sprite = bulletDouble; } else { NetworkSend.FirstPlayer(); // Archer Store leftBot.GetComponent <Image>().sprite = arrowUpgrade; rightBot.GetComponent <Image>().sprite = arrowDouble; } }
private void Start() { top.GetComponent <Image>().sprite = speedUp; if (SelectPlayerScene.GetModus() == 1) { bot.GetComponent <Image>().sprite = rapidFireGangster; } else { bot.GetComponent <Image>().sprite = rapidFireArcher; } }
//private RotatingBarrel m_Barrel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = new SpriteBatch(GraphicsDevice); m_Scheduler = new SceneScheduler(); m_Scheduler.MainTune = Music.GetMenuTune(); m_PlayingScene = new PlayingScene(); m_ChooseModeScene = new ChooseModeScene(@"Backgrounds\ChooseMode"); m_SelectPlayerScene = new SelectPlayerScene(@"Backgrounds\JoinPlayers"); m_SplashScreen = new SplashScene(@"Backgrounds\Splash"); m_WinScene = new WinScene(@"Backgrounds\Score"); m_CreditsScene = new CreditsScene(@"Backgrounds\Credits"); m_Scheduler.AddSceneChange( new SceneChange(m_SplashScreen, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => m_PlayingScene.GameOver())); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_CreditsScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Y))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); Components.Add(m_CreditsScene); Components.Add(m_WinScene); Components.Add(m_SplashScreen); Components.Add(m_SelectPlayerScene); Components.Add(m_ChooseModeScene); Components.Add(m_PlayingScene); Components.Add(m_Scheduler); //Components.Add(m_Barrel); base.LoadContent(); // TODO: use this.Content to load your game content here }
private void Start() { modus = SelectPlayerScene.GetModus(); }
private void Awake() { modus = SelectPlayerScene.GetModus(); }