void Start() { timer = GetComponent <TimerObjects>(); source = GetComponent <AudioSource>(); players = new Player[4]; ready = new bool[4]; for (int i = 0; i < 4; i++) { players[i] = ReInput.players.GetPlayer(i); } }
// Start is called before the first frame update void Start() { gc = FindObjectOfType <GameControl>(); timer = GetComponent <TimerObjects>(); //Init players for (int i = 0; i < 4; i++) { p_input[i] = ReInput.players.GetPlayer(i); } //Init aim sprites for (int i = 0; i < 4; i++) { gap = new Vector2(-8 + i * 5, 0); if (i > 1) { gap.x += 1; } p_aims[i] = new GameObject(); p_aims[i].AddComponent <SpriteRenderer>(); p_aims[i].AddComponent <Rigidbody2D>(); p_aims[i].GetComponent <Rigidbody2D>().gravityScale = 0; p_aims[i].GetComponent <Rigidbody2D>().MovePosition(gap); p_aims[i].GetComponent <SpriteRenderer>().sprite = aims; } //Init tomato sprite tomato_pos = new Vector2(0, -3); obj_tomato = new GameObject("tomato"); obj_tomato.AddComponent <SpriteRenderer>(); obj_tomato.AddComponent <Rigidbody2D>(); obj_tomato.AddComponent <BoxCollider2D>(); obj_tomato.GetComponent <Rigidbody2D>().gravityScale = 0; obj_tomato.GetComponent <Rigidbody2D>().MovePosition(tomato_pos); obj_tomato.GetComponent <SpriteRenderer>().sprite = tomato[0]; //translate the tomato in the Z axis so it's behind the background obj_tomato.GetComponent <Transform>().Translate(0, 0, 2); for (int i = 0; i < 4; i++) { place = new Vector2(-8 + i * 2.5f, -3.5f); if (i > 1) { place.x += 10; } else if (i == 1) { place.y += .25f; } p_toppings[i] = new GameObject(); p_toppings[i].AddComponent <SpriteRenderer>(); p_toppings[i].AddComponent <Rigidbody2D>(); p_toppings[i].GetComponent <Rigidbody2D>().gravityScale = 0; p_toppings[i].GetComponent <Rigidbody2D>().MovePosition(place); p_toppings[i].GetComponent <SpriteRenderer>().sprite = toppings[i]; p_toppings[i].GetComponent <Transform>().localScale = new Vector3(.4f, .4f, 0); if (i == 0) { p_toppings[i].GetComponent <SpriteRenderer>().flipX = true; } else if (i == 2) { p_toppings[i].GetComponent <SpriteRenderer>().flipX = true; } } //Init audio fire = GetComponent <AudioSource>(); }