//Called from PlayerMaster to init state information public void init(int playerNumber, int totalPlayers, Color playerColor, FillScript healthBar, Overlord o) { this.overlord = o; this.healthBar = healthBar; this.color = playerColor; this.stats = new EntityStats(); this.stats.hud = hud; this.hud.playerID = playerNumber; //Allows for items to be added in hud and stuff this.hud.player = this; overlord.resourceCore.itemSlice.gearSpawnedPlayer(this); //testing gearing playerColor.a = 1.0f; //Healthbar color - Werid issues when converting from Color to Color32 trail.material.color = playerColor; stats.recalculateStats(); this.stats.health = this.stats.maxHealth; healthBar.healthcolor.color = playerColor; this.stats.hud.updateHealthbar(); cSlice.init(stats, this, anim, healthBar); checkPlayerIDs(); //playerMesh.GetComponent<Renderer>().material.color = c; //Set the color. Don't delete, we will need this cameraSetup(totalPlayers, playerNumber); //initialize the camera based on the count of players switch (playerNumber) //Set the gamepad { case 1: gamepad = new InputController(ControllerNumber.ONE); break; case 2: gamepad = new InputController(ControllerNumber.TWO); break; case 3: gamepad = new InputController(ControllerNumber.THREE); break; case 4: gamepad = new InputController(ControllerNumber.FOUR); break; } }
public void init(int oid) { Debug.Log("Player " + oid + "'s Flying turret waking up!"); ownerID = oid; //take in ownerID Start(); stats = new EntityStats(); //instantiate stats stats.attack = 10; //DEBUG NONSENSE - REMOVE ME LATER!! cSlice.init(stats, this, null, null); //fire up combat cSlice.rangedAttackLength = 1.0f; deathTime = Time.time + lifetime; //at this time, turret dies active = true; //turn on Update() since we're ready }
public void init(Camp camp, Overlord ol) { this.camp = camp; this.overlord = ol; stats = new EntityStats(); stats.attack = 10000; cSlice = this.gameObject.AddComponent <CombatSlice>(); //cSlice = new CombatSlice(); cSlice.init(stats, this, null, null); active = true; }