// Update is called once per frame void Update() { if (deadPlayers >= GlobalGameManager.NumberOfPlayers()) { deadPlayers = 0; Application.LoadLevel(2); } if (bossNumbers <= 0) { timer += Time.deltaTime; if (timer >= endSceneDelay) { Application.LoadLevel(3); } } if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); } if (powerupTimer >= 30 * GlobalGameManager.NumberOfPlayers()) { SpawnPowerup(); powerupTimer = 0; } else { powerupTimer += Time.deltaTime; } }
// Use this for initialization void Start() { int playerCount = GlobalGameManager.NumberOfPlayers(); Vector3 cp = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, 10)); Vector3 div = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, 10)); float w = Vector3.Distance(cp, div) / (playerCount + 1); transform.position = new Vector3(cp.x, transform.position.y, transform.position.z); if (playerCount >= 1) { p1.localPosition = new Vector3(w * 1, 0, 0); } if (playerCount >= 2) { p2.localPosition = new Vector3(w * 2, 0, 0); } if (playerCount >= 3) { p3.localPosition = new Vector3(w * 3, 0, 0); } if (playerCount >= 4) { p4.localPosition = new Vector3(w * 4, 0, 0); } }
// Use this for initialization void Start() { instance = this; bossHealthBar.SetActive(false); int tw = (int)Camera.main.pixelWidth; float bw = Camera.main.pixelWidth * 0.25f; tw -= (int)(bw * GlobalGameManager.NumberOfPlayers()); tw = (int)(tw * 0.5f); bars.padding = new RectOffset(tw, tw, bars.padding.top, bars.padding.bottom); skull.SetActive(false); goldenSkull.SetActive(false); if ((GlobalGameManager.stage - 1) > 0) { int sw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.height; int cw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.width; cw -= (int)(sw * (GlobalGameManager.stage)); cw = (int)(cw * 0.5f); skull.transform.parent.GetComponent <HorizontalLayoutGroup>().padding = new RectOffset(cw, cw, 0, 0); for (int i = 0; i < (GlobalGameManager.stage - 1); i++) { GameObject g = (GameObject)Instantiate((i + 1) % 5 == 0?goldenSkull:skull); g.transform.SetParent(skull.transform.parent); g.SetActive(true); } } }