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); } }
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 } } }