//New keywords is used to hide the default Unity camera keyword for this one. void Start() { state = 0; round = 1; timer = 90f; scores[0] = 0; scores[1] = 0; currPlayer = 0; currCreator = 1; ranTwice = false; playerReachedEnd = false; roundStarted = false; if (maxRounds <= 0) { maxRounds = 5; } spawnedContainer = transform.FindChild("spawnedContainer").gameObject; camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); scoreboardCanvas = Instantiate(scoreboardCanvas); scoreboard = scoreboardCanvas.transform.FindChild("Scoreboard").GetComponent <Scoreboard>(); scoreboardCanvas.SetActive(false); MatchSettingsHolder SettingsManager = GameObject.Find("ColorHolder").GetComponent <MatchSettingsHolder> (); player1Color = SettingsManager.player1Color; player2Color = SettingsManager.player2Color; //SpriteRenderer SprRen = new SpriteRenderer (); //SprRen.sprite = scoreboardSprites [0]; //SprRen.color = player1Color; //SpriteRenderer SprRen2 = new SpriteRenderer (); //SprRen2.sprite = scoreboardSprites [1]; //SprRen2.color = player2Color; }
// Use this for initialization void Awake() { timerText = transform.Find("PhaseSwitch").GetComponent <Text> (); roundText = transform.Find("Round#").GetComponent <Text> (); p1ScoreText = transform.Find("Player1Score").GetComponent <Text> (); p2ScoreText = transform.Find("Player2Score").GetComponent <Text> (); infoText = transform.Find("Info").GetComponent <Text> (); p1Role = transform.Find("Player1Role").GetComponent <Image> (); p2Role = transform.Find("Player2Role").GetComponent <Image> (); loserTextsP1 = transform.Find("LoserTextsP1").gameObject; loserTextsP2 = transform.Find("LoserTextsP2").gameObject; loserTextsP1.SetActive(false); loserTextsP2.SetActive(false); MatchSettingsHolder SettingsManager = GameObject.Find("SettingsHolder").GetComponent <MatchSettingsHolder> (); Color temp1 = SettingsManager.player1Color; Color temm2 = SettingsManager.player2Color; color1 = new Color(temp1.r, temp1.g, temp1.b, 255); color2 = new Color(temm2.r, temm2.g, temm2.b, 255); /* * Debug.Log ("Creating..."); * roleSprites = new SpriteRenderer[2]; * roleSprites [0] = new SpriteRenderer (); //gameObject.GetComponent<SpriteRenderer> (); * roleSprites [0].sprite = roles [0]; * roleSprites [0].color = GameObject.Find ("Game").GetComponent<GC2> ().player1Color; * roleSprites [1] = new SpriteRenderer (); //gameObject.GetComponent<SpriteRenderer> (); * roleSprites [1].sprite = roles [1]; * roleSprites [1].color = GameObject.Find ("Game").GetComponent<GC2> ().player2Color; * Debug.Log ("Finished..."); */ }
//New keywords is used to hide the default Unity camera keyword for this one. void Start() { state = 0; round = 1; timer = 90f; scores[0] = 0; scores[1] = 0; currPlayer = 0; currCreator = 1; ranTwice = false; playerReachedEnd = false; roundStarted = false; if (maxRounds <= 0) { maxRounds = 5; } spawnedContainer = transform.FindChild("spawnedContainer").gameObject; camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); scoreboardCanvas = Instantiate(scoreboardCanvas); scoreboard = scoreboardCanvas.transform.FindChild("Scoreboard").GetComponent <Scoreboard>(); scoreboardCanvas.SetActive(false); SettingsManager = GameObject.Find("SettingsHolder").GetComponent <MatchSettingsHolder> (); player1Color = SettingsManager.player1Color; player2Color = SettingsManager.player2Color; twoControllers = SettingsManager.useTwoControllers; mapSlectionUI = GameObject.Find("MapSelectionCanvas").GetComponent <MapSelection>(); mapSlectionUI.gameObject.SetActive(false); selectingMap = false; maxRounds = SettingsManager.rounds; randomMaps = SettingsManager.randomMaps; //set up music objects createSource = GameObject.Find("CreatorMusic").GetComponent <AudioSource>(); runnerSource = GameObject.Find("PlayerMusic").GetComponent <AudioSource>(); menuSource = GameObject.Find("MenuMusic").GetComponent <AudioSource>(); startMusic = true; createSource.Play(); AudioSource temp = GameObject.Find("BackgroundMusic").GetComponent <AudioSource>(); temp.Stop(); }
void Update() { float leftX = Input.GetAxisRaw("L_XAxis_1"); float leftY = Input.GetAxisRaw("L_YAxis_1"); if ((Mathf.Abs(leftX) > 0.1f || Mathf.Abs(leftY) > 0.1f) && canInteract) { canInteract = false; StartCoroutine(SelectionChange(leftX, leftY)); } if (Input.GetButtonDown("RB_1")) { colorSelected[0]++; if (colorSelected[0] >= availColors.Length) { colorSelected [0] = 0; } } if (Input.GetButtonDown("LB_1")) { colorSelected [0]--; if (colorSelected[0] < 0) { colorSelected[0] = availColors.Length - 1; } } if (Input.GetButtonDown("RB_2") || (!twoControllers && Input.GetButtonDown("Y_1"))) { colorSelected[1]++; if (colorSelected[1] >= availColors.Length) { colorSelected [1] = 0; } } if (Input.GetButtonDown("LB_2") || (!twoControllers && Input.GetButtonDown("X_1"))) { colorSelected [1]--; if (colorSelected[1] < 0) { colorSelected[1] = availColors.Length - 1; } } UpdateCharacters(); if (Input.GetButtonDown("B_1")) { SceneManager.LoadScene("NewMainMenu"); } if (Input.GetButtonDown("Start_1")) { MatchSettingsHolder msh = GameObject.Find("SettingsHolder").GetComponent <MatchSettingsHolder> (); msh.player1Color = new Color(availColors [colorSelected [0]].r, availColors [colorSelected [0]].g, availColors [colorSelected [0]].b, 1f); msh.player2Color = new Color(availColors [colorSelected [1]].r, availColors [colorSelected [1]].g, availColors [colorSelected [1]].b, 1f); msh.useTwoControllers = twoControllers; msh.rounds = rounds; msh.randomMaps = randomMap; if (randomMap) { SceneManager.LoadScene("FinalGame"); } else { SceneManager.LoadScene("MapSelection"); } } }