void reviveAllPlayers() { player1.GetComponent <P1>().isSad = false; player2.GetComponent <P2>().isSad = false; player3.GetComponent <P3>().isSad = false; player4.GetComponent <P4>().isSad = false; }
public void activation() { QnsCall(); ReadEntries(); LogGameItems(); //Player two's turn if (x1 == false) { O1.GetComponent <CanvasGroup> ().blocksRaycasts = true; O1.SetActive(false); O2.GetComponent <CanvasGroup> ().blocksRaycasts = true; O2.SetActive(false); O3.GetComponent <CanvasGroup> ().blocksRaycasts = true; O3.SetActive(false); O4.GetComponent <CanvasGroup> ().blocksRaycasts = true; O4.SetActive(false); T1.SetActive(false); HideOptBox1(); P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); T2.SetActive(true); ShowOptBox2(); tr2.resetClock2(); optionTxt2(); x1 = true; } //Player one's turn else { P1.GetComponent <CanvasGroup> ().blocksRaycasts = true; P1.SetActive(false); P2.GetComponent <CanvasGroup> ().blocksRaycasts = true; P2.SetActive(false); P3.GetComponent <CanvasGroup> ().blocksRaycasts = true; P3.SetActive(false); P4.GetComponent <CanvasGroup> ().blocksRaycasts = true; P4.SetActive(false); T2.SetActive(false); HideOptBox2(); O1.SetActive(true); O2.SetActive(true); O3.SetActive(true); O4.SetActive(true); T1.SetActive(true); ShowOptBox1(); tr1.resetClock1(); optionTxt1(); x1 = false; } }
// Update is called once per frame void Update() { if (!bases) { Move(); } if (health <= 0) { Destroy(this.gameObject); } if (bump) { if (switcher) { moveVec.x = -moveVec.x; switcher = false; StartCoroutine(WaitAndSwitch(.1f)); } } else { if (!switcher) { moveVec.x = -moveVec.x; switcher = true; } } if (bases && friendly && health <= 0) { GMP.SetActive(true); P1.SetActive(false); P2.SetActive(false); P3.GetComponent <RTSManager>().spawning = false; } }