public void Initialize(ScoreDisplay dest, int value) { Destination = dest; Value = value; _rect = GetComponent<RectTransform>(); _destRect = Destination.GetComponent<RectTransform>(); UIText.text = (value >= 0) ? "+" + value.ToString() : value.ToString(); UIText.DOFade(0, ScoreManager.Instance.ScoreTextFadeDuration); _initialized = true; }
public void Initialize(ScoreDisplay dest, int value) { Destination = dest; Value = value; _rect = GetComponent <RectTransform>(); _destRect = Destination.GetComponent <RectTransform>(); UIText.text = (value >= 0) ? "+" + value.ToString() : value.ToString(); UIText.DOFade(0, ScoreManager.Instance.ScoreTextFadeDuration); _initialized = true; }
public void RpcScores(int score) { //Co-op if (Mode == 2) { // Add to the shared score _controller.SharedScore.GetComponent <PlaceController>().Score += score; } // Versus else { // Add to personal score ScoreDisplay.GetComponent <PlaceController>().Score += score; } }
// Update is called once per frame void FixedUpdate() { // If the user is the server tell all other users what colour this player should be if (isServer) { RpcColour(_colour); } // Versus if (Mode == 1) { // Show individual score and hide player marker ScoreDisplay.SetActive(true); Marker.SetActive(false); } // Single Player / CO-OP else { // Hide individual score and show player marker // There is only 1 score at the top of the screen for these game modes ScoreDisplay.SetActive(false); Marker.SetActive(true); Marker.GetComponent <SpriteRenderer>().sprite = MarkerSprites[_colour]; } // Get the players score and health Score = ScoreDisplay.GetComponent <PlaceController>().Score; Health = Hearts.GetComponent <HeartController>().Health; // Players are continuously spinning transform.localEulerAngles = new Vector3(0.0f, 0.0f, transform.localEulerAngles.z - 2.0f); // If a player recently took damage it becomes invincible for a while Invinc(); // If the player has died or is not in the game hide them OutOfTheWay(); // If this is not the local player ignore the rest of the script if (!isLocalPlayer && !_controller.SinglePlayer) { return; } // Is the player a server or client. If both then just server is true Server = isServer; Client = isClient && !Server; // Move the player Move(); }
//Set players colour and the colour of its score public void SetColour() { GetComponent <Renderer>().material = Materials[_colour]; ScoreDisplay.GetComponent <PlaceController>().Offset = _colour * 10; }