private void generatePlayers(float blueEnergy, float redEnergy) { if (bluePlayer != null && blueSpawnPoint != null) { _blue = Instantiate(bluePlayer, blueSpawnPoint.position, Quaternion.AngleAxis(180.0f, new Vector3(0.0f, 1.0f, 0.0f))) as GameObject; _blue.name = "Blue_Player"; _blue.GetComponent <PlayerMovement>().Energy = blueEnergy; } else { Debug.LogError("Blue player instantiation error."); } if (redPlayer != null && redSpawnPoint != null) { _red = Instantiate(redPlayer, redSpawnPoint.position, Quaternion.identity) as GameObject; _red.name = "Red_Player"; AIEnemyMovement ai = _red.GetComponent <AIEnemyMovement>(); if (ai != null) { ai.Energy = redEnergy; } else { _red.GetComponent <PlayerMovement>().Energy = redEnergy; } } else { Debug.LogError("Red player instantiation error."); } }
void OnTriggerEnter(Collider other) { if (acceptedTags != null) { bool flag = false; for (int i = 0; i < acceptedTags.Length; ++i) { flag |= other.CompareTag(acceptedTags[i]); } if (flag && _acumTime >= waitTime) { PlayerMovement mov = other.GetComponent <PlayerMovement>(); if (mov != null) { mov.Energy += _acumEnergy; } else { AIEnemyMovement enem = other.GetComponent <AIEnemyMovement>(); if (enem != null) { enem.Energy += _acumEnergy; } } particleEffect.SetActive(false); _acumEnergy = 0.0f; _acumTime = 0.0f; } } }