public void GotoChooseClassMenuAfterLoad(GameObject nameText) { playerName = nameText.GetComponent <LoadCurrentName>().text.text; Debug.Log("playerName = " + playerName); if (playerName.Equals("")) //cannot load blank name { AudioManager.Play("Wait"); Debug.Log("Cannot load Blank Name!!!"); } /*else if (selectNameMenu.transform.parent.parent.GetComponent<CSSTopMenuScript>().NameIsTaken(playerName,playerNum)) * { * AudioManager.Play("Wait"); * Debug.Log("Name is already taken!"); * }*/ else if (MenuInputSelector.NameIsTaken(playerName, playerNum - 1)) { AudioManager.Play("Wait"); Debug.Log("Name is already taken!"); } else { MenuInputSelector.PlayerNames[playerNum - 1] = playerName; //set name chosen to global PlayerName variable MenuInputSelector.PlayerAssaultLevels[playerNum - 1] = LoadProfileList.GetAssaultLevel(playerName); MenuInputSelector.PlayerHeavyLevels[playerNum - 1] = LoadProfileList.GetHeavyLevel(playerName); MenuInputSelector.PlayerShotgunLevels[playerNum - 1] = LoadProfileList.GetShotgunLevel(playerName); MenuInputSelector.PlayerSniperLevels[playerNum - 1] = LoadProfileList.GetSniperLevel(playerName); previousMenu = selectNameMenu; GotoMenuHelper(chooseClassMenu); loadedName = true; } }
private void setPlayerInfo(int playerIndex) { if (MenuInputSelector.PlayerClasses[playerIndex] == 0) //if player1 is Assault class { gameObject.AddComponent <PlayerFast>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetAssaultLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 1) //if player1 is Heavy class { gameObject.AddComponent <PlayerHeavy>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetHeavyLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 2) //if player1 is Shotgun class { gameObject.AddComponent <PlayerShotgun>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetShotgunLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 3) //if player1 is Sniper class { gameObject.AddComponent <PlayerSniper>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetSniperLevel(MenuInputSelector.PlayerNames[playerIndex]); } //then gameObject.GetComponent <Player>().playerNumber = playerIndex + 1; //set player number //gameObject.GetComponentInChildren<TextMesh>().text = "P" + (1) + " (Keyboard input)"; gameObject.GetComponentInChildren <TextMesh>().text = MenuInputSelector.PlayerNames[playerIndex]; //get player1 name gameObject.GetComponent <Player>().myControllerInput = MenuInputSelector.menuControl[playerIndex]; // set player input if (playerIndex == 0) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera1").GetComponent <Camera>(); //set player camera } else if (playerIndex == 1) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera2").GetComponent <Camera>(); //set player camera } else if (playerIndex == 2) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera3").GetComponent <Camera>(); //set player camera } else if (playerIndex == 3) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera4").GetComponent <Camera>(); //set player camera } SetCameraDistance(playerIndex); SetCrossHair(); Debug.Log("Should have initialized Player" + (playerIndex + 1)); }