示例#1
0
    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;
    }
示例#2
0
    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;
    }
示例#3
0
 public void Change_State(Level_states new_state)
 {
     OnChangeState(new_state);
     current_state = new_state;
 }