示例#1
0
    // Update is called once per frame
    void Update()
    {
        int numberOfPlayersAlive = 0;
        int potentialWinnerId    = 0;

        for (int i = 0; i < players.Length; i++)
        {
            PlayerSelfManager psd = playerSelfManagers[i];
            if (psd != null && psd.isPlaying && psd.leftLives >= 0)
            {
                numberOfPlayersAlive += 1;
                potentialWinnerId     = i;
            }
        }

        if (numberOfPlayersAlive <= 1)
        {
            EndGame(potentialWinnerId);
        }
    }
示例#2
0
    // nared se death zone;

    // Use this for initialization
    void Start()
    {
        config = (CustomConfig)GameManager.Instance.gameManagerObject;

        PlayerConfig[] playersConfig = config.playersConfig;
        if (playersConfig == null)           // for debug purposes, so this scene can be started standalone
        {
            playersConfig = debugPlayersConfig;
        }

        for (int i = 0; i < playersConfig.Length; i++)
        {
            if (playersConfig[i] != null)
            {
                Vector3 spawnPoint   = players[i].transform.position + new Vector3(0, 10, 0);               // avto je ze na svojmu startu
                Vector3 respawnPoint = customRespawnPoints ? respawnPositions[i] : spawnPoint;
                int     lives        = playersConfig[i].lives;
                int     id           = playersConfig[i].id;

                PlayerSelfManager pd = players[i].GetComponent <PlayerSelfManager>();
                pd.name               = playersConfig[i].name;
                pd.id                 = id;
                pd.leftLives          = lives;
                pd.spawnPoint         = spawnPoint;
                pd.respawnPoint       = respawnPoint;
                pd.isPlaying          = true;
                pd.spawnFacing        = players[i].transform.rotation;
                playerSelfManagers[i] = pd;
                EditorUtility.SetDirty(pd);
            }
            else
            {
                playersHUD[i].SetActive(false);
                players[i].SetActive(false);
                players[i].transform.position = inactivePosition;
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     playerData     = gameObject.transform.parent.gameObject.GetComponent <PlayerSelfManager> ();
     nameField.text = playerData.name;
 }
 // Use this for initialization
 void Start()
 {
     playerData = gameObject.transform.parent.gameObject.GetComponent<PlayerSelfManager> ();
     nameField.text = playerData.name;
 }