private void Start() { ruleset = GameObject.Find("Ruleset")?.GetComponent <RagballRuleset>(); scoreMesh = transform.GetChild(0)?.GetComponent <TextMeshPro>(); Debug.Log("Scoreboard start"); if (color == TeamColor.Red) { ruleset.OnRedScore += OnScore; } else if (color == TeamColor.Blue) { ruleset.OnBlueScore += OnScore; } }
void Start() { ruleset = GameObject.Find("Ruleset")?.GetComponent <RagballRuleset>(); transform.GetChild(1).GetComponent <CPS>()._OnTriggerEnter += TriggerEnter; confetti = transform.GetChild(2).GetComponent <ParticleSystem>(); Debug.LogFormat("Pipe color is {0}", color); if (color == TeamColor.Red) { ruleset.OnRedScore += OnScore; transform.GetChild(0).GetChild(0).GetComponent <Renderer>().material = Resources.Load <Material>("Materials/Court_Objects/RedPipe"); } else if (color == TeamColor.Blue) { ruleset.OnBlueScore += OnScore; transform.GetChild(0).GetChild(0).GetComponent <Renderer>().material = Resources.Load <Material>("Materials/Court_Objects/BluePipe"); } }
public void DisplayWinner() { //RedHipsList = GameObject.Find("Players").GetComponent<FindPlayerTeams>().RedTeamHips; //BlueHipsList = GameObject.Find("Players").GetComponent<FindPlayerTeams>().BlueTeamHips; RedPlayerList = GameObject.Find("Players").GetComponent <FindPlayerTeams>().RedTeam; BluePlayerList = GameObject.Find("Players").GetComponent <FindPlayerTeams>().BlueTeam; ActionMapEvent.InMenu?.Invoke(); GameObject.Find("Stamina_Canvas").SetActive(false); GameObject.Find("Main Camera").transform.position = new Vector3(0.55f, 4.79f, 1.21f); GameObject.Find("Main Camera").transform.Rotate(-18.372f, 0f, 0f); RagballRuleset ruleset = GameObject.Find("Ruleset").GetComponent <RagballRuleset>(); if (ruleset.redScore >= GameModeSelect.goalLimit && GameModeSelect.goalLimit != 0) { RedWinText.SetActive(true); isWinState = true; SetDancersActive(); RedWin(); } if (ruleset.blueScore >= GameModeSelect.goalLimit && GameModeSelect.goalLimit != 0) { BlueWinText.SetActive(true); isWinState = true; SetDancersActive(); BlueWin(); } if (ruleset.redScore == ruleset.blueScore) { TieWinText.SetActive(true); isTieState = true; SetDancersActive(); TieWin(); } }