void Awake() { current_level = this; //Getting All the data player_playing = GameManager.current.player_playing; place_traps = GameObject.FindGameObjectWithTag("place_traps"); place_timer = place_traps.GetComponentInChildren <Text>(true); place_traps.SetActive(false); round_score = GameObject.FindGameObjectWithTag("round_score"); final_result = round_score.GetComponentInChildren <Text>(true); round_score.transform.GetChild(0).gameObject.SetActive(false); round_score.SetActive(false); ui_in_game = GameObject.FindGameObjectWithTag("ui_in_game"); in_game_text = ui_in_game.GetComponentInChildren <Text>(true); ui_in_game.SetActive(false); player[0] = GameObject.FindGameObjectWithTag("Player01"); player[1] = GameObject.FindGameObjectWithTag("Player02"); player[2] = GameObject.FindGameObjectWithTag("Player03"); player[3] = GameObject.FindGameObjectWithTag("Player04"); player[0].GetComponent <UltimatePlayerController>().enabled = false; player[1].GetComponent <UltimatePlayerController>().enabled = false; player[2].GetComponent <UltimatePlayerController>().enabled = false; player[3].GetComponent <UltimatePlayerController>().enabled = false; round_num = GameManager.current.round_num; current_state = Level_states.STARTING; }
void OnChangeState(Level_states new_state) { switch (new_state) { case Level_states.STARTING: OnStart(); break; case Level_states.PLACE_TRAPS: place_traps.SetActive(true); break; case Level_states.IN_GAME: ui_in_game.SetActive(true); player[0].GetComponent <UltimatePlayerController>().enabled = true; player[1].GetComponent <UltimatePlayerController>().enabled = true; player[2].GetComponent <UltimatePlayerController>().enabled = true; player[3].GetComponent <UltimatePlayerController>().enabled = true; break; case Level_states.SCORE: round_score.SetActive(true); break; case Level_states.FINISHED: round_score.SetActive(true); round_score.transform.GetChild(0).gameObject.SetActive(true); switch (GameManager.current.GetHigherScore()) { case 0: final_result.text = "PLAYER 1 WINS!"; break; case 1: final_result.text = "PLAYER 2 WINS!"; break; case 2: final_result.text = "PLAYER 3 WINS!"; break; case 3: final_result.text = "PLAYER 4 WINS!"; break; } break; } switch (current_state) { case Level_states.STARTING: break; case Level_states.PLACE_TRAPS: place_traps.SetActive(false); break; case Level_states.IN_GAME: player[0].GetComponent <UltimatePlayerController>().enabled = false; player[1].GetComponent <UltimatePlayerController>().enabled = false; player[2].GetComponent <UltimatePlayerController>().enabled = false; player[3].GetComponent <UltimatePlayerController>().enabled = false; ui_in_game.SetActive(false); break; case Level_states.SCORE: round_score.SetActive(false); break; case Level_states.FINISHED: round_score.SetActive(false); round_score.transform.GetChild(0).gameObject.SetActive(false); break; } timer = 0.0f; }
public void Change_State(Level_states new_state) { OnChangeState(new_state); current_state = new_state; }