void StartRound() { if (Application.isEditor) { player1 = playerFactory.CreatePlayerInEditor(CreateControlScheme(0), characterSelectManager.p1Character, player1Pos, 0); player2 = playerFactory.CreatePlayerInEditor(CreateControlScheme(1), characterSelectManager.p2Character, player2Pos, 1); } else { player1 = playerFactory.CreatePlayerWithController(player1Controller, characterSelectManager.p1Character, player1Pos, 0); player2 = playerFactory.CreatePlayerWithController(player2Controller, characterSelectManager.p2Character, player2Pos, 1); } CreateBars(); CreateObstacles(); currentUpdateFunction = InGameUpdate; FightIntro(); }
void StartRound() { if (Application.isEditor) { player1 = playerFactory.CreatePlayerInEditor(player1Controls, characterSelectManager.p1Character, player1Pos, 0); player2 = playerFactory.CreatePlayerInEditor(player2Controls, characterSelectManager.p2Character, player2Pos, 1); } else { player1 = playerFactory.CreatePlayerWithController(player1Controller, characterSelectManager.p1Character, player1Pos, 0); player2 = playerFactory.CreatePlayerWithController(player2Controller, characterSelectManager.p2Character, player2Pos, 1); } CreateBars(); CreateObstacles(); currentUpdateFunction = InGameUpdate; currentRoundTime = roundTime; roundTimer = GameObject.FindGameObjectWithTag("RoundTimer").GetComponent <Text>(); roundTimer.enabled = true; //Instantiate(Resources.Load<GameObject>("prefabs/PowerUpZone"), powerUpZonePosition, Quaternion.identity); FightIntro(); }