// Use this for initialization IEnumerator Start () { base.Start (); health = 100; baseMovementSpeed = movementSpeed; ctrl = new PlayerController (); HatHolderObject = GameObject.Find("HatHolder").GetComponent<HatHolder>(); allHats = Resources.LoadAll<GameObject> ("hats"); Disabled = true; yield return new WaitForSeconds(5); Disabled = false; }
public void SetPlayer(GameObject player, int PlayerController) { switch (PlayerController) { case 1: { firePointP1 = player.GetComponent <UnityStandardAssets._2D.Player2UserControls>().FirePoint; holderOfTheHats = player.GetComponent <HatHolder>(); break; } case 2: { firePointP2 = player.GetComponent <UnityStandardAssets._2D.Player2UserControls>().FirePoint; holderOfTheHats2 = player.GetComponent <HatHolder>(); break; } case 3: { firePointP3 = player.GetComponent <UnityStandardAssets._2D.Player2UserControls>().FirePoint; holderOfTheHats3 = player.GetComponent <HatHolder>(); break; } case 4: { firePointP4 = player.GetComponent <UnityStandardAssets._2D.Player2UserControls>().FirePoint; holderOfTheHats4 = player.GetComponent <HatHolder>(); break; } } //Input = player.GetComponent<PlayerInput>(); // If a text or indicator was wanted Place it in children //if(GetComponentInChildren<player>) }
void Start() { hh = GameObject.Find("HatHolder").GetComponent<HatHolder>(); }