void SwitchPhase() { currentPhase = (currentPhase + 1) % 5; switch (currentPhase) { case 0: MultiplayerEventManager.TriggerAllowCurrentPlayerToMove(currentPlayer); break; case 1: MultiplayerEventManager.TriggerDisallowCurrentPlayerToMove(currentPlayer); break; case 2: MultiplayerEventManager.TriggerAllowCurrentPlayerToFire(currentPlayer); break; case 3: MultiplayerEventManager.TriggerDisallowCurrentPlayerToFire(currentPlayer); break; case 4: int lastPlayer = currentPlayer; NextPlayer(); MultiplayerEventManager.TriggerNextPlayer(lastPlayer, currentPlayer); break; default: break; } }
private void InstantiatePlayers() { deadPlayer = new bool[players.Length]; for (int i = 0; i < players.Length; i++) { players [i] = Instantiate(players[i], spawnPoints[i], new Quaternion()); players [i].GetComponent <MultiplayerPlayerId> ().SetId(i); deadPlayer [i] = false; } for (int i = 0; i < players.Length; i++) { MultiplayerEventManager.TriggerNextPlayer(currentPlayer, ((currentPlayer + 1) % players.Length)); currentPlayer = (currentPlayer + 1) % players.Length; } }