// Use this for initialization void Awake() { if (m_Instance == null) { DontDestroyOnLoad(gameObject); m_Instance = this; m_First = Player.PLAYER.P1; m_Second = Player.PLAYER.P2; m_Third = Player.PLAYER.P3; m_Fourth = Player.PLAYER.P4; m_PickRewardText.text = "Choose reward: " + m_First.ToString(); LoadRewards(); } else { Destroy(gameObject); } }
public void ChooseRewards() { EventSystem.current.currentSelectedGameObject.GetComponent <Button>().interactable = false; GameObject chosenWeapon = EventSystem.current.currentSelectedGameObject.GetComponent <Reward>().m_Reward; WEAPONTYPE weaponID = chosenWeapon.GetComponent <WeaponID>().m_WeaponType; switch (m_PickCounter) { case 0: GameManager.m_Instance.m_Player1.weaponID = weaponID; Debug.Log("Player 1 weapon set as " + chosenWeapon.name); m_PickRewardText.text = "Choose reward: " + m_Second.ToString(); break; case 1: GameManager.m_Instance.m_Player2.weaponID = weaponID; Debug.Log("Player 2 weapon set as " + chosenWeapon.name); m_PickRewardText.text = "Choose reward: " + m_Third.ToString(); break; case 2: GameManager.m_Instance.m_Player3.weaponID = weaponID; Debug.Log("Player 3 weapon set as " + chosenWeapon.name); m_PickRewardText.text = "Choose reward: " + m_Fourth.ToString(); break; case 3: Debug.Log("Player 4 weapon set as " + chosenWeapon.name); GameManager.m_Instance.m_Player4.weaponID = weaponID; PickNewLevel(); Debug.Log("Rewards Given Out"); break; } m_PickCounter++; }