private GameObject InitializePlayer() { GameObject spawnPoint = spawnManager.PickRandomRespawn(); GameObject aPlayer = Instantiate(playerPrefab, spawnPoint.transform.position, Quaternion.identity) as GameObject; LocalPlayerController player = aPlayer.GetComponent <LocalPlayerController>(); player.pIndex = playerIndex; player.playerIndex = (int)playerIndex; GameData.players[player.playerIndex] = player; Vibration.VibrateForSeconds(0.3f, 0.5f, playerIndex); spawnManager.createParticleSystem(aPlayer); return(aPlayer); }
private void SpawnPlayer(int playerIndex, Teams team, Transform spawnPoint) { GameObject player = null; switch (team) { case Teams.Blue: player = Instantiate(bluePlayer, spawnPoint.position, spawnPoint.rotation); break; case Teams.Red: player = Instantiate(redPlayer, spawnPoint.position, spawnPoint.rotation); break; } player.GetComponent <VehicleControls>().Initialize(playerIndex, team); Vibration.VibrateForSeconds(0.5f, 0.5f, playerIndex); }
public void Damage(float amount) { if (invulnerable) { return; } currentHealth -= amount; if (amount > maxHealth) { amount = maxHealth; } if (vibrateController) { Vibration.VibrateForSeconds(vibrationTime, amount / maxHealth * maxVibrateAmount, playerIndex); } CheckIfDead(); UpdateHealthbar(currentHealth); }