示例#1
0
 // Use this for initialization
 void Start()
 {
     P1Item.SetActive(false);
     P1Text.SetActive(false);
     P2Item.SetActive(false);
     P2Text.SetActive(false);
     P3Item.SetActive(false);
     P3Text.SetActive(false);
     P4Item.SetActive(false);
     P4Text.SetActive(false);
     activePowerup1 = 1;
     activePowerup2 = 1;
     activePowerup3 = 1;
     activePowerup4 = 1;
     LeftP1.SetActive(true);
     MiddleP1.SetActive(false);
     RightP1.SetActive(false);
     LeftP2.SetActive(true);
     MiddleP2.SetActive(false);
     RightP2.SetActive(false);
     LeftP3.SetActive(true);
     MiddleP3.SetActive(false);
     RightP3.SetActive(false);
     LeftP4.SetActive(true);
     MiddleP4.SetActive(false);
     RightP4.SetActive(false);
     ItemSel1.GetComponent <Text>().text = " ";
     ItemSel2.GetComponent <Text>().text = " ";
     ItemSel3.GetComponent <Text>().text = " ";
     ItemSel4.GetComponent <Text>().text = " ";
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        //Player 1
        if (PowerUp.P1Barric > 0 || PowerUp.P1Dyna > 0 || PowerUp.P1Trip > 0)
        {
            P1Item.SetActive(true);
            P1Text.SetActive(true);
            P1Text.GetComponent <Text>().text = "B x " + PowerUp.P1Barric + ", D x " + PowerUp.P1Dyna + ", T x " + PowerUp.P1Trip;
        }
        else
        {
            P1Item.SetActive(false);
            P1Text.SetActive(false);
        }
        //Player 2
        if (PowerUp.P2Barric > 0 || PowerUp.P2Dyna > 0 || PowerUp.P2Trip > 0)
        {
            P2Item.SetActive(true);
            P2Text.SetActive(true);
            P2Text.GetComponent <Text>().text = "B x " + PowerUp.P2Barric + ", D x " + PowerUp.P2Dyna + ", T x " + PowerUp.P2Trip;
        }
        else
        {
            P2Item.SetActive(false);
            P2Text.SetActive(false);
        }
        //Player 3
        if (PowerUp.P3Barric > 0 || PowerUp.P3Dyna > 0 || PowerUp.P3Trip > 0)
        {
            P3Item.SetActive(true);
            P3Text.SetActive(true);
            P3Text.GetComponent <Text>().text = "B x " + PowerUp.P3Barric + ", D x " + PowerUp.P3Dyna + ", T x " + PowerUp.P3Trip;
        }
        else
        {
            P3Item.SetActive(false);
            P3Text.SetActive(false);
        }
        //Player 4
        if (PowerUp.P4Barric > 0 || PowerUp.P4Dyna > 0 || PowerUp.P4Trip > 0)
        {
            P4Item.SetActive(true);
            P4Text.SetActive(true);
            P4Text.GetComponent <Text>().text = "B x " + PowerUp.P4Barric + ", D x " + PowerUp.P4Dyna + ", T x " + PowerUp.P4Trip;
        }
        else
        {
            P4Item.SetActive(false);
            P4Text.SetActive(false);
        }


        //ACTIVE POWERUPS

        if (Input.GetButtonDown("PowerCycle1"))
        {
            switch (activePowerup1)
            {
            case 1:     //If Barricades currently active, switch to Dynamite
                activePowerup1 = 2;
                LeftP1.SetActive(false);
                MiddleP1.SetActive(true);
                RightP1.SetActive(false);
                ItemSelText1 = "Dynamite";
                StartCoroutine(PowerSelect(ItemSel1, ItemSelText1));
                break;

            case 2:     //If Dynamite currently active, switch to Trip Wire
                activePowerup1 = 3;
                LeftP1.SetActive(false);
                MiddleP1.SetActive(false);
                RightP1.SetActive(true);
                ItemSelText1 = "Trip Wire";
                StartCoroutine(PowerSelect(ItemSel1, ItemSelText1));
                break;

            case 3:     //If Trip Wire currently active, switch to Barricade
                activePowerup1 = 1;
                LeftP1.SetActive(true);
                MiddleP1.SetActive(false);
                RightP1.SetActive(false);
                ItemSelText1 = "Barricade";
                StartCoroutine(PowerSelect(ItemSel1, ItemSelText1));
                break;
            }
        }
        if (Input.GetButtonDown("PowerCycle2"))
        {
            switch (activePowerup2)
            {
            case 1:     //If Barricades currently active, switch to Dynamite
                activePowerup2 = 2;
                LeftP2.SetActive(false);
                MiddleP2.SetActive(true);
                RightP2.SetActive(false);
                ItemSelText2 = "Dynamite";
                StartCoroutine(PowerSelect(ItemSel2, ItemSelText2));
                break;

            case 2:     //If Dynamite currently active, switch to Trip Wire
                activePowerup2 = 3;
                LeftP2.SetActive(false);
                MiddleP2.SetActive(false);
                RightP2.SetActive(true);
                ItemSelText2 = "Trip Wire";
                StartCoroutine(PowerSelect(ItemSel2, ItemSelText2));
                break;

            case 3:     //If Trip Wire currently active, switch to Barricade
                activePowerup2 = 1;
                LeftP2.SetActive(true);
                MiddleP2.SetActive(false);
                RightP2.SetActive(false);
                ItemSelText2 = "Barricade";
                StartCoroutine(PowerSelect(ItemSel2, ItemSelText2));
                break;
            }
        }
        if (Input.GetButtonDown("PowerCycle3"))
        {
            switch (activePowerup3)
            {
            case 1:     //If Barricades currently active, switch to Dynamite
                activePowerup3 = 2;
                LeftP3.SetActive(false);
                MiddleP3.SetActive(true);
                RightP3.SetActive(false);
                ItemSelText3 = "Dynamite";
                StartCoroutine(PowerSelect(ItemSel3, ItemSelText3));
                break;

            case 2:     //If Dynamite currently active, switch to Trip Wire
                activePowerup3 = 3;
                LeftP3.SetActive(false);
                MiddleP3.SetActive(false);
                RightP3.SetActive(true);
                ItemSelText3 = "Trip Wire";
                StartCoroutine(PowerSelect(ItemSel3, ItemSelText3));
                break;

            case 3:     //If Trip Wire currently active, switch to Barricade
                activePowerup3 = 1;
                LeftP3.SetActive(true);
                MiddleP3.SetActive(false);
                RightP3.SetActive(false);
                ItemSelText3 = "Barricade";
                StartCoroutine(PowerSelect(ItemSel3, ItemSelText3));
                break;
            }
        }
        if (Input.GetButtonDown("PowerCycle4"))
        {
            switch (activePowerup4)
            {
            case 1:     //If Barricades currently active, switch to Dynamite
                activePowerup4 = 2;
                LeftP4.SetActive(false);
                MiddleP4.SetActive(true);
                RightP4.SetActive(false);
                ItemSelText4 = "Dynamite";
                StartCoroutine(PowerSelect(ItemSel4, ItemSelText4));
                break;

            case 2:     //If Dynamite currently active, switch to Trip Wire
                activePowerup4 = 3;
                LeftP4.SetActive(false);
                MiddleP4.SetActive(false);
                RightP4.SetActive(true);
                ItemSelText4 = "Trip Wire";
                StartCoroutine(PowerSelect(ItemSel4, ItemSelText4));
                break;

            case 3:     //If Trip Wire currently active, switch to Barricade
                activePowerup4 = 1;
                LeftP4.SetActive(true);
                MiddleP4.SetActive(false);
                RightP4.SetActive(false);
                ItemSelText4 = "Barricade";
                StartCoroutine(PowerSelect(ItemSel4, ItemSelText4));
                break;
            }
        }
    }