private void BuildGame() { for (int i = 0; i < Gamepad.all.Count; i++) { GameObject clone = Instantiate(player, playersStartingPos[i], Quaternion.identity); PlayerKit ipg = clone.GetComponent <PlayerKit>(); ipg.SetGamePad(Gamepad.all[i], playersRotation[i]); players.Add(Gamepad.all[i], clone); goPlayerList.Add(clone); ipg.primaryFireSprite = playerPrimaryFire[i]; ipg.SetPrimaryFirePool(primaryFirePools[i]); Skinner knife = clone.GetComponent <Skinner>(); List <Sprite> sprites = new List <Sprite> { playerSkins[i], playerShield[i] }; knife.Init(sprites); clone.SetActive(false); } gr.SetPlayers(players); }
private void FollowPlayer(PlayerKit player) { float step = speed * Time.fixedDeltaTime; gameObject.transform.position = Vector2.MoveTowards(gameObject.transform.position, player.GetTransform().position, step); }
void Update() { if (stateHandeler == null) { return; } if (stateHandeler.currentState.ID == "Start") { CheckForPlayers(); } if (stateHandeler.currentState.ID == "Lobby") { var elapse = lobbyTimer.RecordTime(Time.fixedDeltaTime); int ct = (int)currentLobbyTime - (int)elapse; lobbyTimerText.text = ":" + ct; if (lobbyTimer.IsDone()) { nextState = stateHandeler.StateChange(); } } if (stateHandeler.currentState.ID == "SetUp") { if (!gameStartTimer.IsDone()) { var elapse = gameStartTimer.RecordTime(Time.fixedDeltaTime); int ct = (int)currentMathcStartTime - (int)elapse; launchText.text = ":" + ct; } if (gameStartTimer.IsDone() && !allPlayersReady) { allPlayersReady = true; player1Ready = true; player2Ready = true; var roll = Random.Range(0, 1); Debug.Log(roll); UnityEngine.InputSystem.Gamepad ag = roll > .5f ? Gamepad.all[0] : Gamepad.all[1]; SetActivePlayer(ag); StartMatch(); } var p1South = Gamepad.all[0].buttonSouth.ReadValue() > 0 ? true : false; var p2South = Gamepad.all[1].buttonSouth.ReadValue() > 0 ? true : false; if (p1South && !allPlayersReady) { allPlayersReady = true; player1Ready = true; player2Ready = true; SetActivePlayer(Gamepad.all[0]); StartMatch(); } if (p2South && !allPlayersReady) { allPlayersReady = true; player1Ready = true; player2Ready = true; SetActivePlayer(Gamepad.all[1]); StartMatch(); } } if (stateHandeler.currentState.ID == "Main") { UpdatePlayerStats(); if (!matchTimer.IsDone()) { var elapse = matchTimer.RecordTime(Time.fixedDeltaTime); int ct = (int)currentMatchTimer - (int)elapse; matchTimerText.text = ":" + ct; var rte = roundTimer.RecordTime(Time.fixedDeltaTime); var timeLeftInround = currentRoundTimer - rte; if (roundTimer.IsDone()) { if (activePlayer.id == player1.id) { player1.SetActiveTeam(false); player2.SetActiveTeam(true); activePlayer = player2; } else if (activePlayer.id == player2.id) { player2.SetActiveTeam(false); player1.SetActiveTeam(true); activePlayer = player1; } SetActivePlayer(activePlayer); currentRoundTimer = roundTimerInSeconds; roundTimer.SetTimer(roundTimerInSeconds); } //spawn mobs } } }
private void SetActivePlayer(PlayerKit playerKit) { activePlayer = playerKit; activePlayer.SetActiveTeam(true); Debug.Log("Dood the new active is: " + activePlayer.id); }
private void SetActivePlayer(UnityEngine.InputSystem.Gamepad gamepad) { activePlayer = players[gamepad].GetComponent <PlayerKit>(); SetActivePlayer(activePlayer); }