// Use this for initialization void Start() { P1Item.SetActive(false); P1Text.SetActive(false); P2Item.SetActive(false); P2Text.SetActive(false); P3Item.SetActive(false); P3Text.SetActive(false); P4Item.SetActive(false); P4Text.SetActive(false); activePowerup1 = 1; activePowerup2 = 1; activePowerup3 = 1; activePowerup4 = 1; LeftP1.SetActive(true); MiddleP1.SetActive(false); RightP1.SetActive(false); LeftP2.SetActive(true); MiddleP2.SetActive(false); RightP2.SetActive(false); LeftP3.SetActive(true); MiddleP3.SetActive(false); RightP3.SetActive(false); LeftP4.SetActive(true); MiddleP4.SetActive(false); RightP4.SetActive(false); ItemSel1.GetComponent <Text>().text = " "; ItemSel2.GetComponent <Text>().text = " "; ItemSel3.GetComponent <Text>().text = " "; ItemSel4.GetComponent <Text>().text = " "; }
// Update is called once per frame void Update() { //Player 1 if (PowerUp.P1Barric > 0 || PowerUp.P1Dyna > 0 || PowerUp.P1Trip > 0) { P1Item.SetActive(true); P1Text.SetActive(true); P1Text.GetComponent <Text>().text = "B x " + PowerUp.P1Barric + ", D x " + PowerUp.P1Dyna + ", T x " + PowerUp.P1Trip; } else { P1Item.SetActive(false); P1Text.SetActive(false); } //Player 2 if (PowerUp.P2Barric > 0 || PowerUp.P2Dyna > 0 || PowerUp.P2Trip > 0) { P2Item.SetActive(true); P2Text.SetActive(true); P2Text.GetComponent <Text>().text = "B x " + PowerUp.P2Barric + ", D x " + PowerUp.P2Dyna + ", T x " + PowerUp.P2Trip; } else { P2Item.SetActive(false); P2Text.SetActive(false); } //Player 3 if (PowerUp.P3Barric > 0 || PowerUp.P3Dyna > 0 || PowerUp.P3Trip > 0) { P3Item.SetActive(true); P3Text.SetActive(true); P3Text.GetComponent <Text>().text = "B x " + PowerUp.P3Barric + ", D x " + PowerUp.P3Dyna + ", T x " + PowerUp.P3Trip; } else { P3Item.SetActive(false); P3Text.SetActive(false); } //Player 4 if (PowerUp.P4Barric > 0 || PowerUp.P4Dyna > 0 || PowerUp.P4Trip > 0) { P4Item.SetActive(true); P4Text.SetActive(true); P4Text.GetComponent <Text>().text = "B x " + PowerUp.P4Barric + ", D x " + PowerUp.P4Dyna + ", T x " + PowerUp.P4Trip; } else { P4Item.SetActive(false); P4Text.SetActive(false); } //ACTIVE POWERUPS if (Input.GetButtonDown("PowerCycle1")) { switch (activePowerup1) { case 1: //If Barricades currently active, switch to Dynamite activePowerup1 = 2; LeftP1.SetActive(false); MiddleP1.SetActive(true); RightP1.SetActive(false); ItemSelText1 = "Dynamite"; StartCoroutine(PowerSelect(ItemSel1, ItemSelText1)); break; case 2: //If Dynamite currently active, switch to Trip Wire activePowerup1 = 3; LeftP1.SetActive(false); MiddleP1.SetActive(false); RightP1.SetActive(true); ItemSelText1 = "Trip Wire"; StartCoroutine(PowerSelect(ItemSel1, ItemSelText1)); break; case 3: //If Trip Wire currently active, switch to Barricade activePowerup1 = 1; LeftP1.SetActive(true); MiddleP1.SetActive(false); RightP1.SetActive(false); ItemSelText1 = "Barricade"; StartCoroutine(PowerSelect(ItemSel1, ItemSelText1)); break; } } if (Input.GetButtonDown("PowerCycle2")) { switch (activePowerup2) { case 1: //If Barricades currently active, switch to Dynamite activePowerup2 = 2; LeftP2.SetActive(false); MiddleP2.SetActive(true); RightP2.SetActive(false); ItemSelText2 = "Dynamite"; StartCoroutine(PowerSelect(ItemSel2, ItemSelText2)); break; case 2: //If Dynamite currently active, switch to Trip Wire activePowerup2 = 3; LeftP2.SetActive(false); MiddleP2.SetActive(false); RightP2.SetActive(true); ItemSelText2 = "Trip Wire"; StartCoroutine(PowerSelect(ItemSel2, ItemSelText2)); break; case 3: //If Trip Wire currently active, switch to Barricade activePowerup2 = 1; LeftP2.SetActive(true); MiddleP2.SetActive(false); RightP2.SetActive(false); ItemSelText2 = "Barricade"; StartCoroutine(PowerSelect(ItemSel2, ItemSelText2)); break; } } if (Input.GetButtonDown("PowerCycle3")) { switch (activePowerup3) { case 1: //If Barricades currently active, switch to Dynamite activePowerup3 = 2; LeftP3.SetActive(false); MiddleP3.SetActive(true); RightP3.SetActive(false); ItemSelText3 = "Dynamite"; StartCoroutine(PowerSelect(ItemSel3, ItemSelText3)); break; case 2: //If Dynamite currently active, switch to Trip Wire activePowerup3 = 3; LeftP3.SetActive(false); MiddleP3.SetActive(false); RightP3.SetActive(true); ItemSelText3 = "Trip Wire"; StartCoroutine(PowerSelect(ItemSel3, ItemSelText3)); break; case 3: //If Trip Wire currently active, switch to Barricade activePowerup3 = 1; LeftP3.SetActive(true); MiddleP3.SetActive(false); RightP3.SetActive(false); ItemSelText3 = "Barricade"; StartCoroutine(PowerSelect(ItemSel3, ItemSelText3)); break; } } if (Input.GetButtonDown("PowerCycle4")) { switch (activePowerup4) { case 1: //If Barricades currently active, switch to Dynamite activePowerup4 = 2; LeftP4.SetActive(false); MiddleP4.SetActive(true); RightP4.SetActive(false); ItemSelText4 = "Dynamite"; StartCoroutine(PowerSelect(ItemSel4, ItemSelText4)); break; case 2: //If Dynamite currently active, switch to Trip Wire activePowerup4 = 3; LeftP4.SetActive(false); MiddleP4.SetActive(false); RightP4.SetActive(true); ItemSelText4 = "Trip Wire"; StartCoroutine(PowerSelect(ItemSel4, ItemSelText4)); break; case 3: //If Trip Wire currently active, switch to Barricade activePowerup4 = 1; LeftP4.SetActive(true); MiddleP4.SetActive(false); RightP4.SetActive(false); ItemSelText4 = "Barricade"; StartCoroutine(PowerSelect(ItemSel4, ItemSelText4)); break; } } }