// Update is called once per frame void Update() { // This should go in Start, but I'm not sure playerNumber // will be assigned in time. if (playerNumber == -1) { return; } else if (playerInput == null) { playerInput = PlayerInput.GetInputReceiver(playerNumber); } if (!GlobalGameData.playersIn[playerNumber]) { image.localScale = Vector3.one * (0.75f + (Mathf.Sin(Time.time * 2.0f) * 0.25f)); if (playerInput.aDown) { GlobalGameData.playersIn[playerNumber] = true; image.gameObject.SetActive(false); toon.gameObject.SetActive(true); toon.playASound(); } } else { if (playerInput.aDown) { GlobalGameData.playersIn[playerNumber] = false; image.gameObject.SetActive(true); toon.gameObject.SetActive(false); } } }
// Start is called before the first frame update void Start() { damagedTile = null; pab = transform.parent.GetComponent <PlayersAssemblyBehavior>(); damageGrid = transform.parent.parent.GetComponentInChildren <DamageGridBehavior>(); playerInput = PlayerInput.GetInputReceiver(pab.GetPlayerIndex(transform)); }
// Start is called before the first frame update void Start() { body = GetComponent <Rigidbody2D>(); p = GetComponentInParent <PlayersAssemblyBehavior>(); input = PlayerInput.GetInputReceiver(p.GetPlayerIndex(transform)); anim = GetComponent <Animator>(); }