private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Tile") { if (collision.gameObject.GetComponent <Renderer>().material.color != appear.cols[appear.colSelector]) //if the square we hit is not black. { if (appear.colSelector != 0) //if our player is not white. { if (collision.gameObject.GetComponent <Renderer>().material.color != appear.cols[5]) //and if that tile is not a black tile at the time we collide... { //KILL PLAYER //disable motor //enable death effect //start a countdown timer to respawn //etc Debug.Log("Player" + appear.myPlayerNum + " touched bad square"); //we should die here! GameObject particles = Instantiate(deathParticles); particles.transform.up = transform.up; particles.transform.position = gameObject.transform.position; GetComponent <MeshRenderer>().enabled = false; input.enabled = false; motor.enabled = false; //this.gameObject.SetActive(false); restart.StartCoroutine(restart.Reset()); } } } } //Debug.Log(collision.gameObject.GetComponent<Renderer>().material.color); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("1X") && thePlayers.Count < maxPlayers) { thePlayers.Add(player); Debug.Log("Number of Players " + thePlayers.Count); } else if (Input.GetButtonDown("1X") && thePlayers.Count >= maxPlayers) { thePlayers.Clear(); } /*if (Input.GetButton("Fire2")) * { * for (int i = thePlayers.Count-1; i > 0; i--) * { * thePlayers.Remove(player); * } * //thePlayers.Remove(player); * Debug.Log("Number of Players " + thePlayers.Count); * } */ if (Input.GetButtonDown("1Options") && thePlayers.Count > 0) { for (int i = 0; i < thePlayers.Count; i++) { _playerNum++; GameObject newPlayer = Instantiate(player); newPlayer.name = "Player" + _playerNum; newPlayer.tag = "Player" + _playerNum; newPlayer.GetComponent <Inputs>().myPlayerNum = _playerNum; newPlayer.GetComponent <Appearance>().myPlayerNum = _playerNum; newPlayer.GetComponent <SpawnPoint>().myPlayerNum = _playerNum; } GetComponent <Initialize>().enabled = false; StartCoroutine(restart.Reset()); UI.DisableMainMenu(); //StartCoroutine(UI.EnableCountdown(_countdownTime)); } }