void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); dataBase = gameController.GetComponent<statsManager> (); myPlayer = this.gameObject; time=-1; turn=0; //actStack = new LinkedList<action>(); }
void Start() { photonView = GetComponent<PhotonView> (); // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); //dataBase = gameController.GetComponent<statsManager> (); // Photon stuff PhotonNetwork.logLevel = PhotonLogLevel.Full; PhotonNetwork.ConnectUsingSettings ("0.2"); StartCoroutine ("UpdateConnectionString"); PhotonNetwork.autoJoinLobby = true; }
void initPlayer() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); database = GameObject.Find ("stats").GetComponent<statsManager> (); myPlayer = this.gameObject; energy = database.playerStartEnergy; exp.Add("momentum",0); exp.Add("explosive",0); exp.Add("particle",0); exp.Add("field",0); hasTech.Add("momentum",true); hasTech.Add("explosive",true); hasTech.Add("particle",false); hasTech.Add("field",false); techPanel.Add("momentum",GameObject.Find("momentumPanel")); techPanel.Add("explosive",GameObject.Find("explosivePanel")); techPanel.Add("particle",GameObject.Find("particlePanel")); techPanel.Add("field",GameObject.Find("fieldPanel")); time = -1; turn = 0; waitCount = 0; // This is not a permanent solution // But it sure ensure that all movements (espeacially ones involving collisions) // are done in a stepTime speed = 3 / database.stepTime; // Temp photonView = PhotonView.Get (this); // You have to add it as a component for the Update and Start methods to run // Pretty disturbing if you think about it... // All players start with blaster //print ("typeof:" + currWeapon.GetType().ToString ()); //distinguishes which player is to be controlled if (photonView.isMine) { iManager.setMyPlayer (this); playerIndex = 0; playerMenu = GameObject.Find("currentWeaponMenu").GetComponent<playerWpnMenu>(); playerMenu.setMyPlayer(this); // Add blaster as starting weapon addWeapon (0); setWeapon (0); GameObject.Find ("player1Energy").GetComponent<Text> ().text = PhotonNetwork.player.name + ": " + this.energy.ToString (); GameObject.Find("Main Camera").GetComponent<cameraMovement>().setPlayer(this.gameObject); } else { playerIndex = 1; // The other player gets a different database for its set of weapons (they are different instances) database = Instantiate(database); playerMenu = GameObject.Find("oppoentWeaponMenu").GetComponent<playerWpnMenu>(); playerMenu.setMyPlayer(this); GameObject.Find ("player2Energy").GetComponent<Text>().text = PhotonNetwork.otherPlayers[0].name + ": " + this.energy.ToString(); } }
void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); //tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); dataBase = gameController.GetComponent<statsManager> (); rend = GetComponent<Renderer>(); }
void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController tManager = GetComponent<turnManager> (); SS = GetComponent<functionManager> (); database = GameObject.Find ("stats").GetComponent<statsManager> (); targetLine = GetComponent <LineRenderer> (); myPlayerIsSet = false; // Only temporary commandable = false; buildButton.SetActive (false); maxSteps = database.maxSteps; // Only temporary }