void MakeLiving(PlayerSettings playerSettings) { var mainEngineParticles = playerSettings.GetComponent <PlayerMainEngineParticles>(); mainEngineParticles.ChangeColor(playerSettings.color); var weaponSlot = playerSettings.GetComponent <WeaponSlot>(); weaponSlot.enabled = true; }
void MakeUndead(PlayerSettings playerSettings) { var mainEngineParticles = playerSettings.GetComponent <PlayerMainEngineParticles>(); mainEngineParticles.ChangeColor(UndeadColor); var weaponSlot = playerSettings.GetComponent <WeaponSlot>(); weaponSlot.enabled = false; }
// Use this for initialization void Start() { // setting timer PlayerSettings shorter = playerSet.GetComponent <PlayerSettings>(); //line below is for testing if first turn timer will work. delete later. playerSet.setTimerFirstEnabled(true); if (shorter.getTimerFirstEnabled()) { startTime = shorter.getTimerFirst(); firstRun = true; } else { startTime = shorter.getTimer(); } TimeLeft = startTime; }
void Function() { /*Even with it set properly above, you need to do .GetComponent<ScriptName>() * anything following are the functions that are within that script. Here I'm setting the timer*/ settings.GetComponent <PlayerSettings>().setTimer(40); /*you need to do the above everytime you call a function... it's a pain * BUT you can do something like the below to make it shorter to type.*/ PlayerSettings shorter = settings.GetComponent <PlayerSettings>(); /*BUT it can only be done inside a Function, you can't use .GetComponent on a global variable. * which is why it's down here, inside the Function, instead of at the top, outside the Function.*/ //Here's how you'd use the shorter version. shorter.setTimerFirstEnabled(true); //if you copy/paste these scripts, don't call it "shorter" lol //When you use a get~ function, you need to store it in a local variable. int Timer = shorter.getTimer(); /*If you're doing a script that actually counts down the timer you'd countdown your local variable * when you need to start your timer again, run the getTimer function again. * we shouldn't need to store temporary variables in the PlayerSettings script*/ }