// Use this for initialization void Start() { myTexture = GetComponent <MeshRenderer>().material; //Scene_Controls = GameObject.Find("Scene_Director"); Controls_Manager = GameObject.Find("PS4_Inbox"); control_mnge_funcs = Controls_Manager.GetComponent <Controller_Management_Behaviour>(); inputs_funcs = Controls_Manager.GetComponent <PS4_Controller>(); renderer = GetComponent <MeshRenderer>(); }
public PlayerInfo(Controller_Management_Behaviour manager, int i) { PlayerNo = i; ColourCode = 0; playerObject = null; if (PlayerNo == 0) { playerObject = manager.PlayerObject_1; } else if (PlayerNo == 1) { playerObject = manager.PlayerObject_2; } else { Debug.Log("Error Player has no assigned object"); } }
// Use this for initialization void Start() { Tot_RemainingSecs = (RoundLength_mins * 60) + RoundLength_secs; Gameplay.enabled = true; GameOver.enabled = false; TXT_OverLeftPanel = GameObject.Find("Left_Panel_Text").GetComponent <Text>(); TXT_OverRightPanel = GameObject.Find("Right_Panel_Text").GetComponent <Text>(); P1ScoreCounter = GameObject.Find("P1_ScoreNo").GetComponent <Text>(); P2ScoreCounter = GameObject.Find("P2_ScoreNo").GetComponent <Text>(); P1ScoreTitle = GameObject.Find("P1_ScoreTitle").GetComponent <Text>(); P2ScoreTitle = GameObject.Find("P2_ScoreTitle").GetComponent <Text>(); controller = GameObject.Find("PS4_Inbox").GetComponent <Controller_Management_Behaviour>(); for (int i = 0; i < 5; ++i) { if (!controller.Joystick_Player_Map.ContainsKey(i)) { continue; } if (controller.Joystick_Player_Map[i].PlayerNo == 0) { P1ColourCode = controller.Joystick_Player_Map[i].ColourCode; } else if (controller.Joystick_Player_Map[i].PlayerNo == 1) { P2ColourCode = controller.Joystick_Player_Map[i].ColourCode; } } P1ScoreTitle.color = palette[P1ColourCode]; P1ScoreCounter.color = palette[P1ColourCode]; P2ScoreTitle.color = palette[P2ColourCode]; P2ScoreCounter.color = palette[P2ColourCode]; P1Score = 0; P2Score = 0; }
void Start() { controller = gameObject.GetComponent <Controller_Management_Behaviour>(); GameObject.DontDestroyOnLoad(gameObject); OnSceneLoad(); }