public void Initialize(Player owner, BirdTypeData birdType) { Owner = owner; Type = birdType; gameObject.layer = Type.PlayerLayer; foreach (Renderer r in _coloredRenderers) { r.material.SetColor(PlayerManager.Instance.PlayerData.PlayerColorProperty, Owner.PlayerColor); } }
private void Initialize(int id, Bird bird, BirdTypeData birdType) { Initialize(id); name = $"Player {Id}"; Bird = bird; Bird.Initialize(this, birdType); Controller.Initialize(this); State.Initialize(); _godRay = Instantiate(PlayerManager.Instance.PlayerGodRayPrefab, transform); _godRay.SetupPlayer(this); LogInfo(); }
public override bool ShowScore(BirdTypeData birdType) { return(birdType.IsPredator); }
public override int ScoreLimit(BirdTypeData birdType) { return(birdType.IsPredator ? PlayerManager.Instance.Prey.Count : 1); }
public override bool ShowScore(BirdTypeData birdType) { return(true); }
public override int ScoreLimit(BirdTypeData birdType) { return(GameTypeData.ScoreLimit); }
public abstract bool ShowScore(BirdTypeData birdType);
public abstract int ScoreLimit(BirdTypeData birdType);
public void SetVision(BirdTypeData birdType) { _predatorVision.Enabled = birdType.IsPredator; }
public SpawnPoint GetSpawnPoint(BirdTypeData birdType) { return(birdType.IsPredator ? GetPredatorSpawnPoint(GameManager.Instance.GameType) : GetPreySpawnPoint(GameManager.Instance.GameType)); }
public SpawnPoint GetSpawnPoint(GameTypeData gameTypeData, BirdTypeData birdType) { SpawnPoints spawnPoints = _spawnPoints.GetOrDefault(gameTypeData); return(spawnPoints?.GetSpawnPoint(birdType)); }
public void InitializeNetwork(int id, Bird bird, BirdTypeData birdType) { Debug.Log($"Initializing network player {id}"); Initialize(id, bird, birdType); }
public void InitializeLocal(int id, int controllerIndex, Camera.Viewer viewer, Bird bird, BirdTypeData birdType) { Driver.ControllerIndex = controllerIndex; _viewer = viewer; Debug.Log($"Initializing local player {id}"); Initialize(id, bird, birdType); Viewer.Initialize(this); Viewer.FollowCamera.SetTarget(this); // ouch.... why not just render everything except for OtherRenderLayer ? Viewer.AddRenderLayer(Bird.Type.PlayerLayer); Viewer.AddRenderLayer(Bird.Type.OtherPlayerLayer); Viewer.AddRenderLayer(Bird.Type.RenderLayer); Viewer.RemoveRenderLayer(Bird.Type.OtherRenderLayer); Viewer.AddRenderLayer(GameManager.Instance.ObstacleLayer); }
public override int ScoreLimit(BirdTypeData birdType) { return(0); }