/* * Checks all input sources for a player pressing "Start" and binds them when they join. */ void PollForNewPlayer() { int nextPlayerIndex = NumPlayers; foreach (InputDevice device in InputDevices.GetAllInputDevices()) { if (!boundDevices.ContainsKey(device) || (IsCheatingEnabled && cheats.BIND_MANY_TO_ONE_DEVICE)) { if (RBInput.GetButtonDownForPlayer(InputStrings.PAUSE, nextPlayerIndex, device)) { BindNextPlayer(device); // Deactivate the splash screen once a player is bound. This is NOT ideal, but // neither is putting a splash screen into every scene. It should be it's own scene. WorldTime worldTime = (WorldTime)GetComponent <WorldTime> (); Transform startPoint = worldTime.startPointP2; if (NumPlayers == 1) { HideSplashScreen(); worldTime.Reset(); } else { players [nextPlayerIndex].GetComponent <PlayerController> ().SnapToPoint(startPoint); } } } } }