//Called by the Game.cs script when the game starts. public void SetStartValues() { //Sets the tank's stats based on the Game.cs start values. health = game.tankStartHealth; maxHealth = game.tankStartHealth; damage = game.tankStartDamage; rocketDamage = damage + 2; moveSpeed = game.tankStartMoveSpeed; turnSpeed = game.tankStartTurnSpeed; projectileSpeed = game.tankStartProjectileSpeed; reloadSpeed = game.tankStartReloadSpeed; //Debug.Log("colours" + OpenGame.GetColorPlayer1() + " " + OpenGame.GetColorPlayer2()); if (MenuUI.getFlag() != 3) { game.player1Tank.GetComponent <SpriteRenderer>().color = OpenGame.GetColorPlayer1(); game.player2Tank.GetComponent <SpriteRenderer>().color = OpenGame.GetColorPlayer2(); } else { game.player1Tank.GetComponent <SpriteRenderer>().color = game.player1Color; game.player2Tank.GetComponent <SpriteRenderer>().color = game.player2Color; } game.playerMultiplayer.GetComponent <SpriteRenderer>().color = game.playerMultiplayerColor; }
void Start() { // player icon only in coop if (MenuUI.getFlag() == 3) { player1Im.GetComponent <Image>().sprite = OpenGame.GetPlayer1Sprite(); //set image sprite to the sprite player 1 has chosen player2Im.GetComponent <Image>().sprite = OpenGame.GetPlayer2Sprite(); //set image sprite to the sprite player 2 has chosen } // Create a temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); // Retrieve the name of this scene. string sceneName = currentScene.name; if (sceneName == "GameArena1" || sceneName == "vsPC") //scenes with different arena maps //Load The Map { mapToLoad = PlayerPrefs.GetString("MapToLoad"); TextAsset map = Resources.Load <TextAsset>("Maps/" + mapToLoad) as TextAsset; //Debug.Log(mapToLoad + "\n"); //Debug.Log(" " + map.text + " "); LoadMap(map.text); } else { //Load The Map mapToLoad = "Arena"; TextAsset map = Resources.Load <TextAsset>("Maps/" + mapToLoad) as TextAsset; //Debug.Log(mapToLoad + "\n"); //Debug.Log(" " + map.text + " "); LoadStandardMap(map.text); } if (MenuUI.getFlag() != 1) { //Tank Bools player1Tank.canMove = true; player1Tank.canShoot = true; player2Tank.canMove = true; player2Tank.canShoot = true; //Tank Start Values player1Tank.SetStartValues(); player2Tank.SetStartValues(); ui.SetupHealthBars(); if (MenuUI.getFlag() == 3) { //Tank Color player1Tank.GetComponent <SpriteRenderer>().color = OpenGame.GetColorPlayer1(); //player1Color; player2Tank.GetComponent <SpriteRenderer>().color = OpenGame.GetColorPlayer2(); //player2Color; //set players colors to the colors user has chosen player1Color = OpenGame.GetColorPlayer1(); player2Color = OpenGame.GetColorPlayer2(); if (OpenGame.colorChangePlayer1 == "green") //green tank player 1 //Debug.Log("green"); { player1Tank.damage++; //extra damage player1Tank.reloadSpeed *= 2; //slower reload } else if (OpenGame.colorChangePlayer1 == "blue") //blue tank player 1 //Debug.Log("blue"); { player1Tank.moveSpeed *= 2; //more move speed player1Tank.turnSpeed *= 2; //more turn speed player1Tank.reloadSpeed *= 2; //slower reload } if (OpenGame.colorChangePlayer2 == "green") //green tank player 2 //Debug.Log("green ppplayer2"); { player2Tank.damage++; //extra damage player2Tank.reloadSpeed *= 2; //more time to reload } else if (OpenGame.colorChangePlayer2 == "blue") //blue tank player 2 //Debug.Log("blue ppplayer2"); { player2Tank.moveSpeed *= 2; //moves faster player2Tank.turnSpeed *= 2; //more speed at turns player2Tank.reloadSpeed *= 2; //slower reload } } else { //Tank Color player1Tank.GetComponent <SpriteRenderer>().color = player1Color; player2Tank.GetComponent <SpriteRenderer>().color = player2Color; } //spawn points campaign if (MenuUI.getFlag() == 2) { player1Tank.transform.position = new Vector3(-48, -22, 0); player2Tank.transform.position = new Vector3(-3, 21, 0); } else { //set tank spawn position player1Tank.transform.position = spawnPoints[0].transform.position; player2Tank.transform.position = spawnPoints[1].transform.position; } } //else we are in multiplayer else { //spawnPlayer(); //playerMultiplayer.gameObject.SetActive(true); ui.SetupHealthBars(); //deactivate the usual coop - singleplayer tanks myObjectTank1.SetActive(false); myObjectTank2.SetActive(false); } }