public bool Repair(MyPlayercontroller _player) { trigger.enabled = false; repairCount++; UIManager.I?.SetReppairPercent(_player.IsPlayerOne, (float)repairCount / repairAmount); if (repairCount == repairAmount) { // Activate player related abilities switch (repairType) { case RepairTpe.Balls: _player.RepairBalls(); break; case RepairTpe.Plant: _player.RepairPlant(); break; case RepairTpe.Shield: _player.RepairShield(); break; default: break; } Activate(repairType < 0); return(true); } return(false); }
public void SetGameReady(MyPlayercontroller _player) { if (playersReady.Contains(_player)) { return; } else { playersReady.Add(_player); if (playersReady.Count == 2) { LoadRandomLevel(); } } }