public void Start() { foreach (Renderer r in GetComponentsInChildren <Renderer>()) { r.material.color = AsteroidsGame.GetColor(photonView.Owner.GetPlayerNumber()); } }
public void Start() { foreach (var r in GetComponentsInChildren <Renderer>()) { r.material.color = AsteroidsGame.GetColor(photonView.Owner.GetPlayerNumber()); } transform.GetChild(0).gameObject.SetActive(photonView.IsMine); }
private void OnPlayerNumberingChanged() { foreach (Player p in PhotonNetwork.PlayerList) { if (p.ActorNumber == ownerId) { PlayerColorImage.color = AsteroidsGame.GetColor(p.GetPlayerNumber()); } } }
private void OnPlayerNumberingChanged() { foreach (Player p in PhotonNetwork.PlayerList) { if (p.ActorNumber == ownerId) { //print(p.GetPlayerNumber()); PlayerColorImage.sprite = PlayerFlag[AsteroidsGame.GetColor(p.GetPlayerNumber())]; } } }
public void Awake() { playerListEntries = new Dictionary <int, UnityEngine.GameObject>(); foreach (Player p in PhotonNetwork.PlayerList) { UnityEngine.GameObject entry = Instantiate(PlayerOverviewEntryPrefab); entry.transform.SetParent(gameObject.transform); entry.transform.localScale = Vector3.one; entry.GetComponent <Text>().color = AsteroidsGame.GetColor(p.GetPlayerNumber()); entry.GetComponent <Text>().text = string.Format("{0}\nScore: {1}\nLives: {2}", p.NickName, p.GetScore(), AsteroidsGame.PLAYER_MAX_LIVES); playerListEntries.Add(p.ActorNumber, entry); } }
float oneTurnTime = 60.0f; // set time limit in one turn #region UNITY public void Awake() { playerListEntries = new Dictionary <int, GameObject>(); // player A's nickname and work progress Player_A_n.GetComponent <Text>().color = AsteroidsGame.GetColor(PhotonNetwork.PlayerList[0].GetPlayerNumber()); Player_A_n.GetComponent <Text>().text = string.Format("{0}\nProgress : {1}", PhotonNetwork.PlayerList[0].NickName, PhotonNetwork.PlayerList[0].GetProgress()); playerListEntries.Add(PhotonNetwork.PlayerList[0].ActorNumber, Player_A_n); // player B Player_B_n.GetComponent <Text>().color = AsteroidsGame.GetColor(PhotonNetwork.PlayerList[1].GetPlayerNumber()); Player_B_n.GetComponent <Text>().text = string.Format("{0}\nProgress : {1}", PhotonNetwork.PlayerList[1].NickName, PhotonNetwork.PlayerList[1].GetProgress()); playerListEntries.Add(PhotonNetwork.PlayerList[1].ActorNumber, Player_B_n); // host player get first turn PhotonNetwork.PlayerList[0].SetTurn(true); PhotonNetwork.PlayerList[1].SetTurn(false); if (PhotonNetwork.LocalPlayer.ActorNumber == 1) // active host player's object { TurnEndActor1.SetActive(true); ActorAction1.SetActive(true); ActorUpgrade1.SetActive(true); ActorDistract1.SetActive(true); StressGauge1.SetActive(true); GoodGauge1.SetActive(true); EvilGauge1.SetActive(true); PRGauge1.SetActive(true); for (int i = 0; i < 4; i++) { StatusInfo[i].SetActive(true); } } else // other player { TurnEndActor2.SetActive(true); ActorAction2.SetActive(true); ActorUpgrade2.SetActive(true); ActorDistract2.SetActive(true); StressGauge2.SetActive(true); GoodGauge2.SetActive(true); EvilGauge2.SetActive(true); PRGauge2.SetActive(true); for (int i = 4; i < 8; i++) { StatusInfo[i].SetActive(true); } } }