public async Task <IHttpActionResult> PutPlayerMaster(PlayerMaster playerMaster)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            playerMaster.UpdateDate      = DateTime.Now;
            db.Entry(playerMaster).State = EntityState.Modified;

            try
            {
                await db.SaveChangesAsync();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!PlayerMasterExists(playerMaster.PlayerID))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(StatusCode(HttpStatusCode.NoContent));
        }
 public void Interact(PlayerMaster player)
 {
     if (interactable)
     {
         CutSceneLoadLink.instance.StartCutScene(levelIndex, player);
     }
 }
Exemplo n.º 3
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 public PlayerMechanics(PlayerMaster _master, InputController _input, PlayerInteraction _interaction, Toolbar _toolbar)
 {
     master      = _master;
     input       = _input;
     toolbar     = _toolbar;
     interaction = _interaction;
 }
Exemplo n.º 4
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    // Changes the phase and updates the UI as needed
    public static IEnumerator ChangeTurn()
    {
        UIMaster.SetActionPanel(false);

        yield return(AlterState()); // pauses before executing the rest of the code based on phase.

        if (PlayerMaster.PriorTurn == 0)
        {
            yield return(EndofRound());
        }

        if (gP != GamePhase.Attack)
        {
            PlayerMaster.SwitchPlayer();
            TopDownCamera.ChangePlayerCamera();
        }

        UIMaster.ChangeDisplayedPlayer();
        UIMaster.ChangePlayerDeploy(gP);
        UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn);

        turnNum++;

        yield return(null);
    }
Exemplo n.º 5
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 public void Interact(PlayerMaster player)
 {
     foreach (PlanetSelectorPlanet planet in planets)
     {
         planet.Toggle();
     }
 }
Exemplo n.º 6
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    public void Interact(PlayerMaster player)
    {
        if (carried)
        {
            Drop();
        }
        else
        {
            target = player.GetPlayerInteraction();

            carried         = true;
            target.carrying = true;

            if (spherePhys)
            {
                //temp, this is also not quite right it would be nice for object to keep rotating
                gb.enabled = false;
            }
            else
            {
                rb.useGravity = false;
            }

            targetTrans = player.GetPlayerCameraTransform();
            offset      = Vector3.Distance(transform.position, targetTrans.position);

            rb.collisionDetectionMode = CollisionDetectionMode.Continuous;
            rb.velocity       = Vector3.zero;
            rb.freezeRotation = true;

            sceneObj.SetTransform();
        }
    }
Exemplo n.º 7
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 // Use this for initialization
 void Start()
 {
     movePos      = new Vector2();
     player       = transform;
     tileMap      = GameObject.FindGameObjectWithTag("MasterTiles").GetComponent <Tilemap>();
     playerMaster = GetComponent <PlayerMaster>();
     waitTime     = Time.time;
 }
Exemplo n.º 8
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 public override void Activate(PlayerMaster master)
 {
     //needs the camera transform
     particlesInstance = Object.Instantiate(particlesPrefab, Camera.main.gameObject.transform);
     particlesInstance.transform.localPosition = offset;
     system = particlesInstance.GetComponent <ParticleSystem>();
     system.Stop();
 }
Exemplo n.º 9
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 public void Interact(PlayerMaster player)
 {
     on = true;
     foreach (DanceSpider spider in spiders)
     {
         spider.Prepare();
     }
 }
Exemplo n.º 10
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 // Use this for initialization
 void Start()
 {
     _motor = GetComponent<PlatformerMotor2D>();
     _eMaster = GetComponent<EnemyAIMaster>();
     _animator = GetComponent<Animator>();
     EH = GetComponent<EnemyHealth>();
     _pMaster = _eMaster._pMaster;
 }
Exemplo n.º 11
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Player")
     {
         Debug.Log("BulletHit");
         PlayerMaster player = collision.GetComponent <PlayerMaster>();
         player.GetHit(transform.position);
     }
 }
Exemplo n.º 12
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 // Start is called before the first frame update
 void Start()
 {
     playerContentUI   = this.transform.GetChild(0);
     playerClampsUI    = this.transform.GetChild(1);
     clampImage        = playerClampsUI.GetComponent <Image>();
     clampImage.sprite = clampSpriteClosed;
     contentImage      = playerContentUI.GetComponent <Image>();
     player            = GameObject.Find("PlayerController").GetComponent <PlayerMaster>();
     UpdateContentImage();
 }
Exemplo n.º 13
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    void SetInitialReferences()
    {
        platformMaster = GetComponent <PlatformMaster>();

        player     = GameObject.FindGameObjectWithTag(playerTag);
        destructor = GameObject.FindGameObjectWithTag(destructorTag);

        playerMaster     = player.GetComponent <PlayerMaster>();
        destructorMaster = destructor.GetComponent <DestructorMaster>();
    }
Exemplo n.º 14
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 public PlayerMaster()
 {
     currentTurn = 0;
     priorTurn   = 1;
     players     = new Player[2] {
         new Player(Quaternion.Euler(60, 180, 0)), new Player(Quaternion.Euler(55, 0, 0))
     };
     instance = this;
     soundM   = GameObject.Find("SoundMaster").GetComponent <SoundMaster>();
 }
Exemplo n.º 15
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    public void StartCutScene(int index, PlayerMaster player)
    {
        sceneToLoad = index;
        director.Play();


        cutsceneCam.enabled = true;

        player.DeActivatePlayer();
    }
Exemplo n.º 16
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    public static void SwapPoints(UnitTypes uT, int from)
    {
        int amt = pointValues[(int)uT];

        PlayerMaster.UnitsPlayer(from).Score -= amt;
        PlayerMaster.UnitsPlayer(from == 0 ? 1 : 0).Score += amt;
        instance.score1 = PlayerMaster.UnitsPlayer(0).Score;
        instance.score2 = PlayerMaster.UnitsPlayer(1).Score;
        UIMaster.DisplayScore();
    }
Exemplo n.º 17
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    public PlayerInteraction(PlayerMaster _master, InputController _input, PlayerCamera _camera, Inventory _inv)
    {
        master = _master;

        input  = _input;
        camera = _camera;
        inv    = _inv;

        interactRay = new Ray(camera.camInstance.transform.position, camera.camInstance.transform.forward);
    }
Exemplo n.º 18
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        public async Task <IHttpActionResult> GetPlayerMaster(int id)
        {
            PlayerMaster playerMaster = await db.PlayerMaster.FindAsync(id);

            if (playerMaster == null)
            {
                return(NotFound());
            }

            return(Ok(playerMaster));
        }
Exemplo n.º 19
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    public void SpawnInWorld()
    {
        //remove from inv
        //this will need to change
        InventoryPanel.Instance.inventory.RemoveSampleAt(curSlotTransform.GetComponent <SlotData>().SlotIndex);

        //finding component for player isn't great
        PlayerMaster player = gameObject.GetComponentInParent <PlayerMaster>();

        SampleBehaviour.SpawnInWorld(sample, player.transform.position + player.transform.forward);
    }
Exemplo n.º 20
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 public static void GivePoints(int amt, int p)
 {
     PlayerMaster.UnitsPlayer(p).Score += amt;
     if (p == 0)
     {
         instance.score1 = PlayerMaster.UnitsPlayer(p).Score;
     }
     else
     {
         instance.score2 = PlayerMaster.UnitsPlayer(p).Score;
     }
 }
Exemplo n.º 21
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        public async Task <IHttpActionResult> DeletePlayerMaster(int id)
        {
            PlayerMaster playerMaster = await db.PlayerMaster.FindAsync(id);

            if (playerMaster == null)
            {
                return(NotFound());
            }

            db.PlayerMaster.Remove(playerMaster);
            await db.SaveChangesAsync();

            return(Ok(playerMaster));
        }
Exemplo n.º 22
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    // Update is called once per frame
    void Update()
    {
        if (checkUnits && unitsFalling == 0)              //If we need to check the units and all of said units have finished falling (Brennan)
        {
            for (int i = unitList.Count - 1; i > -1; --i) //You have to move backwards through a list if you remove from it while iterating through it (Brennan)
            {
                if (unitList[i] != null)
                {
                    if (unitList[i].tag == "Infantry") //If it's an Infantry we get the Infantry script
                    {
                        if (unitList[i].GetComponent <Infantry>().dead)
                        {
                            //Unit tR = unitList[i].GetComponent<Unit>();
                            //ScoreMaster.UpdateScore(tR);
                            //DeleteUnitFromPlay(tR);
                            //Destroy(unitList[i]);
                            //unitList.Remove(unitList[i]);
                            PlayerMaster.KillUnit(unitList[i].GetComponent <Unit>());
                        }
                    }
                    else
                    {
                        if (unitList[i].GetComponent <Cavalry>().dead)
                        {
                            /* Unit tR = unitList[i].GetComponent<Unit>();
                             * ScoreMaster.UpdateScore(tR);
                             * DeleteUnitFromPlay(tR);
                             * Destroy(unitList[i]);
                             * unitList.Remove(unitList[i]);*/
                            PlayerMaster.KillUnit(unitList[i].GetComponent <Unit>());
                        }
                    }
                }
            }

            for (int i = 0; i < unitList.Count; ++i)
            {
                if (unitList[i] != null)
                {
                    unitList[i].transform.position = unitList[i].GetComponent <Unit>().CurrentHex.SpawnVector;
                    unitList[i].transform.rotation = unitList[i].GetComponent <Unit>().URotation();
                    unitList[i].GetComponent <Rigidbody>().velocity        = Vector3.zero;
                    unitList[i].GetComponent <Rigidbody>().angularVelocity = Vector3.zero;
                }
            }

            unitList.Clear();
            checkUnits = false;
        }
    }
Exemplo n.º 23
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        public async Task <IHttpActionResult> PostPlayerMaster(PlayerMaster playerMaster)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            playerMaster.UpdateDate = DateTime.Now;
            playerMaster.InsertDate = DateTime.Now;
            playerMaster.UseFlag    = true;
            db.PlayerMaster.Add(playerMaster);
            await db.SaveChangesAsync();

            return(CreatedAtRoute("DefaultApi", new { id = playerMaster.PlayerID }, playerMaster));
        }
Exemplo n.º 24
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 public Archer newArcher(PlayerMaster owner)
 {
     if(owner.playerNumber == 0) {
         tag = "PlayerOne";
     } else {
         tag = "PlayerTwo";
     }
     cost = 3;
     moveRange = 3;
     attackRange = 5;
     damage = 3;
     team = owner;
     state = true;
     type = unitType.Archer;
     health = 3;
     return this;
 }
Exemplo n.º 25
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    void Awake()
    {
        joy = joystick.GetComponent<Joystick> ();
        _pM = GetComponentInParent<PlayerMaster> ();

        _animator = GetComponentInParent<Animator>();
        trajectoryPoints = new List<GameObject>();
        isPressed = isSpearThrown = false;
        arm.GetComponent<Renderer>().enabled = false;
        //			aRend = arm.GetComponent<SpriteRenderer> ();
        //sRend = spearghost.GetComponent<SpriteRenderer> ();

        //			sRend.color = clearColour;
        //			aRend.color = clearColour;
        //			sRend.enabled = false;
        //			aRend.enabled = false;
    }
Exemplo n.º 26
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        private async Task <List <PlayListLinkData> > GetTotalPlayListByPlayerID(int PlayerID)
        {
            PlayerMaster pm = db.PlayerMaster.Find(PlayerID);

            List <int> GroupIDList = new List <int>();

            GroupIDList.Add((int)pm.GroupID);
            PublicMethods.GetParentGroupIDs((int)pm.GroupID, ref GroupIDList, db);
            int[]  groupIDs    = GroupIDList.ToArray <int>();
            string groupIDsStr = string.Join(",", groupIDs.Select(i => i.ToString()).ToArray());
            List <PlayListLinkData> pldList = (from plm in db.PlayListMaster
                                               join gplt in db.GroupPlayListLinkTable on plm.PlayListID equals gplt.PlayListID
                                               join gm in db.GroupMaster on plm.GroupID equals gm.GroupID into ProjectV
                                               from pv in ProjectV.DefaultIfEmpty()
                                               where groupIDs.Contains((int)gplt.GroupID) && plm.UseFlag == true
                                               orderby groupIDsStr.IndexOf(gplt.GroupID.ToString()) descending, gplt.Index
                                               select new PlayListLinkData
            {
                PlayListID = plm.PlayListID,
                PlayListName = plm.PlayListName,
                Settings = plm.Settings,
                UpdateDate = (DateTime)plm.UpdateDate,
                GroupID = (int)plm.GroupID,
                GroupName = pv.GroupName,
                BindGroupID = (int)gplt.GroupID,
                Index = (int)gplt.Index
            }).ToList();

            pldList.AddRange((from plm in db.PlayListMaster
                              join pplt in db.PlayerPlayListLinkTable on plm.PlayListID equals pplt.PlayListID
                              join gm in db.GroupMaster on plm.GroupID equals gm.GroupID into ProjectV
                              from pv in ProjectV.DefaultIfEmpty()
                              where pplt.PlayerID == PlayerID && plm.UseFlag == true
                              orderby pplt.Index
                              select new PlayListLinkData
            {
                PlayListID = plm.PlayListID,
                PlayListName = plm.PlayListName,
                Settings = plm.Settings,
                UpdateDate = (DateTime)plm.UpdateDate,
                GroupID = (int)plm.GroupID,
                GroupName = pv.GroupName,
                Index = (int)pplt.Index
            }).ToList());
            return(pldList);
        }
Exemplo n.º 27
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 public Cannon newCannon(PlayerMaster owner)
 {
     if(owner.playerNumber == 0) {
         tag = "PlayerOne";
     } else {
         tag = "PlayerTwo";
     }
     cost = 5;
     moveRange = 2;
     attackRange = 10;
     damage = 5;
     team = owner;
     state = true;
     type = unitType.Cannon;
     health = 10;
     return this;
 }
Exemplo n.º 28
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 public Soldier newSoldier(PlayerMaster owner)
 {
     if(owner.playerNumber == 0) {
         tag = "PlayerOne";
     } else {
         tag = "PlayerTwo";
     }
     cost = 2;
     moveRange = 5;
     attackRange = 1;
     damage = 1;
     team = owner;
     state = true;
     type = unitType.Soldier;
     health = 5;
     //gui.Find("GUI");
     return this;
 }
Exemplo n.º 29
0
    // changes the phase and "refreshes" variables as apropriate
    static IEnumerator EndofRound()
    {
        switch (gP)
        {
        case (GamePhase.Deploy):
            Debug.Log("Move from D");
            MoveMaster.PrimeMoveVariables(PlayerMaster.OtherPlayer);
            PlayerMaster.RefreshMovement();
            HighlightMaster.HighlightMovable(PlayerMaster.OtherPlayer);
            gP = GamePhase.Move;

            break;

        case (GamePhase.Cannon):
            Debug.Log("Move from C");
            PlayerMaster.RefreshMovement();
            if (PlayerMaster.CurrentTurn == 1)
            {
                MoveMaster.PrimeMoveVariables(PlayerMaster.OtherPlayer);
                HighlightMaster.HighlightMovable(PlayerMaster.OtherPlayer);
            }
            gP = GamePhase.Move;
            break;

        case (GamePhase.Move):
            Debug.Log("Cannon from M");
            HighlightMaster.HighlightActiveCannons(PlayerMaster.OtherPlayer);

            yield return(WinBySize());

            gP = GamePhase.Cannon;
            //CheckSkip();
            break;

        case (GamePhase.Attack):
            Debug.Log("Move from A");
            break;

        default:
            yield return(null);

            break;
        }
    }
Exemplo n.º 30
0
    //initialize
    void Start()
    {
        instance = this;
        // canSkip = false;
        uiM = new UIMaster();
        sM  = new ScoreMaster();
        mM  = new MapMaster();
        pM  = new PlayerMaster();
        dM  = new DeployMaster();
        mvM = new MoveMaster();
        aM  = new AttackMaster();

        acceptInput = true;
        turnNum     = 0;

        CannonMaster.ResetCurrent();

        gP = GamePhase.Deploy;
        ScoreMaster.ResetScore();

        mL = new MapLoader();
        mL.LoadMapFromTextAsset(((TextAsset)Resources.Load("Maps/" + mapName)));
        PlayerMaster.SetBackLines(MapMaster.Map);
        TopDownCamera.ActivateMainCamera(MapMaster.Height, MapMaster.Width, MapMaster.MapRadius);

        UIMaster.SetGeneralUI();
        UIMaster.SetDeployUI();
        UIMaster.SetCannonUI();
        UIMaster.DisplayScore();

        UIMaster.SetPanelAlpha(false, (int)UIPannels.Cannon);
        UIMaster.SetPanelAlpha(false, (int)UIPannels.Phase);
        UIMaster.SetPanelAlpha(false, (int)UIPannels.View);
        UIMaster.SetPanelAlpha(false, (int)UIPannels.Fight);

        UIMaster.SetActionPanel(true);

        if (!tutorial)
        {
            UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn);
        }

        // norton = VS_AI ? new AIBrain() : null; // must be called after UIMaster.SetGeneralUI to percive turns properly
    }
Exemplo n.º 31
0
 public void Interact(PlayerMaster player)
 {
     player.GetPlayerMechanics().AddMechanic(mechanicId);
     GetComponent <SceneObject>().DestroySceneObj();
 }
Exemplo n.º 32
0
 public void Interact(PlayerMaster player)
 {
     //Craft
     combiner.CombineSamples();
 }
Exemplo n.º 33
0
    static IEnumerator Fight() //Handles and manages the FightScene
    {
        gP = GamePhase.Attack;

        while (AttackMaster.CombatCount != 0)
        {
            float rotation;
            if (PlayerMaster.CurrentTurn == 0)
            {
                rotation = 180;
            }
            else
            {
                rotation = 0;
            }

            instance.StartCoroutine(TopDownCamera.LerpToPosition(AttackMaster.CenterOfCombat(), Quaternion.Euler(90, rotation, 0)));
            yield return(new WaitForSeconds(2.0f));               //Wait to give the player a chance to see stuff

            instance.StartCoroutine(UIMaster.MoveCurtains(true)); //lower curtains
            yield return(null);                                   //Wait at least one frame so that UIMaster.MovingCurtians can change value

            while (UIMaster.MovingCurtains)
            {
                yield return(null);
            }

            List <Unit> currentCombat = AttackMaster.CurrentCombatArea;
            List <Unit> toKill        = AttackMaster.FightResults();
            FightSceneMaster.SetUpFight(currentCombat, toKill);    //Prepare the fightscene

            yield return(new WaitForSeconds(1.0f));                //Pause for dramatic effect

            instance.StartCoroutine(UIMaster.MoveCurtains(false)); //Raise Curtains
            yield return(null);

            while (UIMaster.MovingCurtains)
            {
                yield return(null);
            }

            SoundMaster.AttackCharge();
            instance.StartCoroutine(FightSceneMaster.ToBattle()); //Begins FightScene
            yield return(null);                                   //Wait at least one frame so that FightSceneMaster.Fighting can change value

            while (FightSceneMaster.Fighting)
            {
                yield return(null);
            }

            //SoundMaster.AttackResolution();
            instance.StartCoroutine(UIMaster.MoveCurtains(true)); //Lower curtains again
            yield return(null);                                   //Wait at least one frame so that UIMaster.MovingCurtians can change value

            while (UIMaster.MovingCurtains)
            {
                yield return(null);
            }

            FightSceneMaster.CleanUp();                            //Resets FightScene

            yield return(new WaitForSeconds(0.25f));               //Pause

            instance.StartCoroutine(UIMaster.MoveCurtains(false)); //Raise curtains
            yield return(new WaitForFixedUpdate());                //Wait at least one frame so that UIMaster.MovingCurtians can change value

            while (UIMaster.MovingCurtains)
            {
                yield return(null);
            }

            yield return(new WaitForSeconds(1.0f));

            foreach (Unit u in toKill)
            {
                PlayerMaster.KillUnit(u);           //Kills dead units
            }
            yield return(new WaitForSeconds(1.0f)); //Pause to see aftermath
        }

        //return to player's position after the fight
        instance.StartCoroutine(TopDownCamera.LerpToPosition(PlayerMaster.CurrentPlayer.CameraPosistion, PlayerMaster.CurrentPlayer.CameraRotation));

        DeactivateCannonByMove(PlayerMaster.OtherPlayer);

        if (PlayerMaster.CurrentTurn == 0)
        {
            HighlightMaster.HighlightMovable(PlayerMaster.OtherPlayer);
        }

        UIMaster.DisplayScore();

        // WinByMove();

        UIMaster.SetActionPanel(true); //Turns action pannel back on
        UIMaster.FadePhanel((int)UIPannels.Action);

        CannonMaster.CheckCannonCapture();

        gP = GamePhase.Move;
        yield return(ChangeTurn());

        acceptInput = true;
    }
Exemplo n.º 34
0
    void Awake()
    {
        EH = GetComponent<EnemyHealth>();
        stopDist = 1.5f;
        _canAttack = true;

        _motor = GetComponent<PlatformerMotor2D>();
        _anim = GetComponent<EnemyAIAnimator>();
        _hero = PlayerPrefs.GetInt("Hero");

        AI = this.gameObject;

        //Determine which hero to look for and go after;
        switch (_hero)
        {
            case 0:
                Debug.Log("I am from Ionia");
                target = GameObject.FindGameObjectWithTag("Ionian");
                targetT = target.transform;
                IS = target.GetComponent<IonianStatistics>();
                IH = target.GetComponent<IonianHealth>();
                IXP = target.GetComponent<IonianEXP>();
                _pMaster = target.GetComponent<PlayerMaster>();
                break;
            case 1:
                Debug.Log("I am from Athens");
                target = GameObject.FindGameObjectWithTag("Athenian");
                targetT = target.transform;
                ATS = target.GetComponent<AthenianStatistics>();
                ATH = target.GetComponent<AthenianHealth>();
                ATXP = target.GetComponent<AthenianEXP>();
                _pMaster = target.GetComponent<PlayerMaster>();
                break;
            case 2:
                Debug.Log("I am from Sparta");
                target = GameObject.FindGameObjectWithTag("Spartan");
                targetT = target.transform;
                SS = target.GetComponent<SpartanStatistics>();
                SH = target.GetComponent<SpartanHealth>();
                SXP = target.GetComponent<SpartanEXP>();
                _pMaster = target.GetComponent<PlayerMaster>();
                break;
            case 3:
                Debug.Log("I am Greek");
                target = GameObject.FindGameObjectWithTag("Achilles");
                targetT = target.transform;
                AS = target.GetComponent<AchillesStatistics>();
                AH = target.GetComponent<AchillesHealth>();
                AXP = target.GetComponent<AchillesEXP>();
                _pMaster = target.GetComponent<PlayerMaster>();
                break;
        }
    }
Exemplo n.º 35
0
 // Start is called before the first frame update
 void Start()
 {
     nma    = GetComponent <NavMeshAgent>();
     master = GetComponent <PlayerMaster>();
 }
 void Awake()
 {
     #region TOUCH VARIABLE DECLARATION
     #if !UNITY_ANDROID && !UNITY_IPHONE && !UNITY_BLACKBERRY && !UNITY_WINRT || UNITY_EDITOR
     //nothing specific for Unity PC. This was just to get rid of touch variables when not needed;
     #else
     //Screen With for swipe controls
     mid = Screen.width / 2.0f;
     #endif
     #endregion
     _hero = PlayerPrefs.GetInt("Hero");
     _master = GetComponent<PlayerMaster>();
     _motor = GetComponent<PlatformerMotor2D>();
 }
Exemplo n.º 37
0
 private void Start()
 {
     player = GetComponent <PlayerMaster>();
 }
Exemplo n.º 38
0
 void Awake()
 {
     int _hero = PlayerPrefs.GetInt("Hero");
     arm.GetComponent<Renderer>().enabled = false;
     _pM = GetComponentInParent<PlayerMaster>();
     Me = GetComponentInParent<Transform>();
     if (_hero == 2)
     {
         trajectoryPoints = new List<GameObject>();
         for (int i = 0; i < numOfTrajectoryPoints; i++)
         {
             GameObject dot = (GameObject)Instantiate(TrajectoryPointPrefeb);
             dot.GetComponent<Renderer>().enabled = false;
             trajectoryPoints.Insert(i, dot);
         }
     }
 }
Exemplo n.º 39
0
	void Start () {
		playerMaster = this;
	}