// Use this for initialization void Update() { //Cooses the proper guns and starts the reload screen simultaneously for the first time if (once) { chooseGun(player.weapon, false); chooseGun_2(player2.weapon, false); showReloadScreen(1); showReloadScreen(2); once = false; } if (player.health <= 0 || player2.health <= 0) { SceneManager.LoadScene("Results"); } //Updates the Reload screen UI to reflect the currentl selected bullet if (ES_P1.currentSelectedGameObject != null) { if (ES_P1.currentSelectedGameObject.tag == "SpellHolder") { runeName.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeName; runeDamage.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDamage; runeDesc.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDesc; runeDisplay.GetComponent <Image> ().sprite = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeImage; runeDisplay.GetComponent <Image> ().color = new Color(0, 0, 0, 255); } } if (ES_P2.currentSelectedGameObject != null) { if (ES_P2.currentSelectedGameObject.tag == "SpellHolder") { runeName_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeName; runeDamage_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDamage; runeDesc_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDesc; runeDisplay_2.GetComponent <Image> ().sprite = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeImage; runeDisplay_2.GetComponent <Image> ().color = new Color(0, 0, 0, 255); } } if (pause) { if (Input.GetButtonDown("Cancel_P1")) { if (Temp.Count > 0) { removeBullet(); } } if (Input.GetButtonDown("Cancel_P2")) { if (Temp_2.Count > 0) { removeBullet_P2(); } } if (p1Ready) { ES_P1.SetSelectedGameObject(null); } if (p2Ready) { ES_P2.SetSelectedGameObject(null); } if (firstPause) { //Shows the battle screen for both players if (p1Ready && p2Ready) { //firstPause = false; showBattleScreen(1); showBattleScreen(2); } } else { //Allows the player to move and shoot when not reloading if (!p1reload) { player.playerUpdate(); } if (!p2reload) { player2.playerUpdate(); } bool enemyReload = true; foreach (Spell spell in spells) { if (spell != null) { spell.spellUpdate(); } } foreach (Enemy enemy in enemies) { if (enemy != null) { enemy.enemyUpdate(); } } foreach (Obstacle ob in obstacles) { if (ob != null) { ob.obstacleUpdate(); } } updateSpellList(); deleteSpells(); updateObstacleList(); deleteObstacles(); if (p1Ready) { showBattleScreen(1); } if (p2Ready) { showBattleScreen(2); } //Allows the player back into the reload screen if (!p1reload && Input.GetButtonDown("Start_P1") && player.reload) { showReloadScreen(1); } if (!p2reload && Input.GetButtonDown("Start_P2") && player2.reload) { showReloadScreen(2); } } if (Temp.Count == weaponMax) { ES_P1.SetSelectedGameObject(GameObject.Find("BattleButton")); } if (Temp_2.Count == weaponMax_2) { ES_P2.SetSelectedGameObject(GameObject.Find("BattleButton_2")); } } else { if (!p1reload) { player.playerUpdate(); } if (!p2reload) { player2.playerUpdate(); } foreach (Spell spell in spells) { if (spell != null) { spell.spellUpdate(); } } foreach (Enemy enemy in enemies) { if (enemy != null) { enemy.enemyUpdate(); } } foreach (Obstacle ob in obstacles) { if (ob != null) { ob.obstacleUpdate(); } } updateSpellList(); deleteSpells(); updateObstacleList(); deleteObstacles(); if (player.reload && Input.GetButtonDown("Start_P1")) { showReloadScreen(1); } if (player2.reload && Input.GetButtonDown("Start_P2")) { showReloadScreen(2); } } if (p1reload || p2reload) { pause = true; } }
// Update is called once per frame void Update() { if (once) { chooseGun(player.weapon, false); chooseGun_2(player2.weapon, false); once = false; } //updateHealth (); if (player.health <= 0 || player2.health <= 0) { SceneManager.LoadScene("Results"); } if (pause) { if (ES_P1.currentSelectedGameObject != null) { if (ES_P1.currentSelectedGameObject.tag == "SpellHolder") { runeName.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeName; runeDamage.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDamage; runeDesc.text = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDesc; runeDisplay.GetComponent <Image> ().sprite = ES_P1.currentSelectedGameObject.GetComponent <RuneInfo> ().runeImage; runeDisplay.GetComponent <Image> ().color = new Color(0, 0, 0, 255); } } if (ES_P2.currentSelectedGameObject != null) { if (ES_P2.currentSelectedGameObject.tag == "SpellHolder") { runeName_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeName; runeDamage_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDamage; runeDesc_2.text = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeDesc; runeDisplay_2.GetComponent <Image> ().sprite = ES_P2.currentSelectedGameObject.GetComponent <RuneInfo> ().runeImage; runeDisplay_2.GetComponent <Image> ().color = new Color(0, 0, 0, 255); } } } if (pause && Input.GetButtonDown("Cancel_P1")) { if (Temp.Count > 0) { removeBullet(); } } if (pause && Input.GetButtonDown("Cancel_P2")) { if (Temp_2.Count > 0) { removeBullet_P2(); } } if (pause) { if (Handful.Count == 0 && Handful_2.Count == 0) { SceneManager.LoadScene("Results"); } if (p1Ready && p2Ready) { showBattleScreen(); } if (p1Ready) { ES_P1.SetSelectedGameObject(null); } if (p2Ready) { ES_P2.SetSelectedGameObject(null); } if (Temp.Count == weaponMax) { ES_P1.SetSelectedGameObject(GameObject.Find("BattleButton")); } if (Temp_2.Count == weaponMax_2) { ES_P2.SetSelectedGameObject(GameObject.Find("BattleButton_2")); } } if (!pause) { player.playerUpdate(); player2.playerUpdate(); bool enemyReload = true; foreach (Spell spell in spells) { if (spell != null) { spell.spellUpdate(); } } foreach (Obstacle ob in obstacles) { if (ob != null) { ob.obstacleUpdate(); } } foreach (Enemy enemy in enemies) { if (enemy != null) { enemy.enemyUpdate(); if (enemy.reload == false) { enemyReload = false; } } } updateSpellList(); deleteSpells(); updateObstacleList(); deleteObstacles(); if (player.reload && player2.reload && spells.Length == 0) { showReloadScreen(); } } }