/* * DESCR: Spawns a player, assigning a character and controller scheme. * PRE: The controller and character data are sent in. * POST: A player with the correct character and controller are spawned on the map. */ void Spawn(InitializeStorage.CharacterSelection character, InitializeStorage.ControllerSelection controller) { //Assign Character switch ((int)character) { case 1: //Violet newPlayer = Resources.Load("Violet") as GameObject; break; case 2: //Zakir newPlayer = Resources.Load("Zakir") as GameObject; break; case 3: //Noir newPlayer = Resources.Load("Noir") as GameObject; break; default: print("Error: Character not selected."); break; } //Assign Controller if (controller != 0) { newPlayer.GetComponent <Player>().layout = (int)controller; } //Spawn the player. Instantiate(newPlayer, transform.position, transform.rotation); }
/*******\ * START * \*******/ void Start() { int buttonHeight = (int)(Screen.height * 0.15); int buttonWidth = (int)((float)ControllerSlotTexture.width * ((float)buttonHeight / (float)ControllerSlotTexture.height)); // Set the width based on the height ratio int vertSpacing = (int)(Screen.height * 0.08); int horzSpacing = (int)((Screen.width - (buttonWidth * 4)) / 6); //Initialize the rect positions P1LabelRect = new Rect(horzSpacing, vertSpacing, buttonWidth, buttonHeight); P2LabelRect = new Rect(horzSpacing, vertSpacing * 2 + buttonHeight, buttonWidth, buttonHeight); P3LabelRect = new Rect(horzSpacing, vertSpacing * 3 + buttonHeight * 2, buttonWidth, buttonHeight); P4LabelRect = new Rect(horzSpacing, vertSpacing * 4 + buttonHeight * 3, buttonWidth, buttonHeight); P1SlotRect = new Rect(horzSpacing * 2 + buttonWidth, vertSpacing, buttonWidth, buttonHeight); P2SlotRect = new Rect(horzSpacing * 2 + buttonWidth, vertSpacing * 2 + buttonHeight, buttonWidth, buttonHeight); P3SlotRect = new Rect(horzSpacing * 2 + buttonWidth, vertSpacing * 3 + buttonHeight * 2, buttonWidth, buttonHeight); P4SlotRect = new Rect(horzSpacing * 2 + buttonWidth, vertSpacing * 4 + buttonHeight * 3, buttonWidth, buttonHeight); KB1SlotRect = new Rect(horzSpacing * 4 + buttonWidth * 2, vertSpacing, buttonWidth, buttonHeight); C1SlotRect = new Rect(horzSpacing * 4 + buttonWidth * 2, vertSpacing * 2 + buttonHeight, buttonWidth, buttonHeight); C3SlotRect = new Rect(horzSpacing * 4 + buttonWidth * 2, vertSpacing * 3 + buttonHeight * 2, buttonWidth, buttonHeight); SaveButtonRect = new Rect(horzSpacing * 4 + buttonWidth * 2, vertSpacing * 4 + buttonHeight * 3, buttonWidth, buttonHeight); KB2SlotRect = new Rect(horzSpacing * 5 + buttonWidth * 3, vertSpacing, buttonWidth, buttonHeight); C2SlotRect = new Rect(horzSpacing * 5 + buttonWidth * 3, vertSpacing * 2 + buttonHeight, buttonWidth, buttonHeight); C4SlotRect = new Rect(horzSpacing * 5 + buttonWidth * 3, vertSpacing * 3 + buttonHeight * 2, buttonWidth, buttonHeight); CancelButtonRect = new Rect(horzSpacing * 5 + buttonWidth * 3, vertSpacing * 4 + buttonHeight * 3, buttonWidth, buttonHeight); int errorHeight = Screen.height / 2; int errorWidth = (int)((float)Error1.width * ((float)errorHeight / (float)Error1.height)); ErrorRect = new Rect((Screen.width - errorWidth) / 2, (Screen.height - errorHeight) / 2, errorWidth, errorHeight); // Initialize the slot states by getting the storage object InitializeStorage storage = (InitializeStorage)GameObject.Find("VariableStorage").GetComponent(typeof(InitializeStorage)); InitializeStorage.ControllerSelection storedP1Controller = storage.P1Controller; InitializeStorage.ControllerSelection storedP2Controller = storage.P2Controller; InitializeStorage.ControllerSelection storedP3Controller = storage.P3Controller; InitializeStorage.ControllerSelection storedP4Controller = storage.P4Controller; Slot1Selection = (ControllerSelectionState)((int)storedP1Controller); Slot2Selection = (ControllerSelectionState)((int)storedP2Controller); Slot3Selection = (ControllerSelectionState)((int)storedP3Controller); Slot4Selection = (ControllerSelectionState)((int)storedP4Controller); numOfControllers = storage.numOfControllers; // Initialize the what the player is currently selecting CurrentlySelecting = SelectingState.None; errorState = ErrorState.None; }