public IEnumerator InitializeGame(string gamemode)
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());                 //Wait for LoadScene to be complete before beginning Initialization, which completes DURING the next frame, so we have to skip 2

        players = GameObject.FindGameObjectsWithTag("Player"); //Updates players when intializing game
        if (gamemode.Equals("STOCK"))
        {
            this.gamemode = Gamemode.STOCK;
            //In STOCK, playerScore is stock count and playerDamage is percent
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 4; //4 Stock
                player.GetComponent <Player>().playerDamage = 0; //0% initial
            }
            player1UI.playerDamage.text       = "0";
            player1UI.playerDamageShadow.text = "0";
            player2UI.playerDamage.text       = "0";
            player2UI.playerDamageShadow.text = "0";
        }
        else if (gamemode.Equals("STAMINA"))
        {
            this.gamemode = Gamemode.STAMINA;
            //In STAMINA, playerScore is stock and playerDamage is health
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 4;   //4 Stock
                player.GetComponent <Player>().playerDamage = 100; //100 HP initial
            }
            player1UI.playerDamage.text       = "100";
            player1UI.playerDamageShadow.text = "100";
            player2UI.playerDamage.text       = "100";
            player2UI.playerDamageShadow.text = "100";
        }
        else if (gamemode.Equals("TIME"))
        {
            this.gamemode = Gamemode.TIME;
            //In TIME, playerScore is score while playerDamage is percent
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 0; //0 Score
                player.GetComponent <Player>().playerDamage = 0; //0% initial
            }
            player1UI.playerDamage.text       = "0";
            player1UI.playerDamageShadow.text = "0";
            player2UI.playerDamage.text       = "0";
            player2UI.playerDamageShadow.text = "0";

            //Setting playerUI lives to 1 because time mode doesn't keep track
            player1UI.life2.SetActive(false);
            player1UI.life3.SetActive(false);
            player1UI.life4.SetActive(false);
            player2UI.life2.SetActive(false);
            player2UI.life3.SetActive(false);
            player2UI.life4.SetActive(false);
        }
    }
示例#2
0
    public IEnumerator InitializeGame(string gamemode)
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());                 //Wait for LoadScene to be complete before beginning Initialization, which completes DURING the next frame, so we have to skip 2

        players = GameObject.FindGameObjectsWithTag("Player"); //Updates players when intializing game
        if (gamemode.Equals("STOCK"))
        {
            this.gamemode = Gamemode.STOCK;
            //In STOCK, playerScore is stock count and playerDamage is percent
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 3; //3 Stock
                player.GetComponent <Player>().playerDamage = 0; //0% initial
            }
        }
        else if (gamemode.Equals("STAMINA"))
        {
            this.gamemode = Gamemode.STAMINA;
            //In STAMINA, playerScore is stock and playerDamage is health
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 3;   //3 Stock
                player.GetComponent <Player>().playerDamage = 100; //100 HP initial
            }
        }
        else if (gamemode.Equals("TIME"))
        {
            this.gamemode = Gamemode.TIME;
            //In TIME, playerScore is score while playerDamage is percent
            foreach (GameObject player in players)
            {
                player.GetComponent <Player>().playerScore  = 0; //0 Score
                player.GetComponent <Player>().playerDamage = 0; //0% initial
            }
        }
    }