// Update is called once per frame void Update() { // Check for Win if (player[0].taskProgress == 100 && !gameOver) { gameOver = true; winManager.ActivateWinScene("Spell"); hero = (player[0].humanPlayer) ? player[0].playerName : "Player 1"; } else if (player[2].taskProgress == 100 && !gameOver) { gameOver = true; winManager.ActivateWinScene("Cop"); hero = (player[2].humanPlayer) ? player[2].playerName : "Player 3"; } else if (player[3].taskProgress == 100 && !gameOver) { gameOver = true; winManager.ActivateWinScene("Car"); hero = (player[3].humanPlayer) ? player[3].playerName : "Player 4"; } // Check if enough players are dead for a Game Over Status if (totalDeadPlayers > 3 && !gameOver) { gameOver = true; StartCoroutine(GameOver()); } /**********FOR TESTING ONLY*****************/ //CULTIST ATTACKS if (Input.GetKeyDown(KeyCode.Alpha5)) { attackCultist[0].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha6)) { attackCultist[1].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha7)) { attackCultist[2].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha8)) { attackCultist[3].DoAction(); } // CROW ATTACKS if (Input.GetKeyDown(KeyCode.Alpha1)) { floatingCrowCultist[0].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha2)) { floatingCrowCultist[1].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha3)) { floatingCrowCultist[2].DoAction(); } if (Input.GetKeyDown(KeyCode.Alpha4)) { floatingCrowCultist[3].DoAction(); } /*******END OF TESTING CODE********************/ }