public TankPlayerController AddPlayer() { var newPlayerController = new TankPlayerController(); m_PlayerControllers.Add(newPlayerController); newPlayerController.isActive = true; newPlayerController.pid = m_PlayerControllers.Count - 1; newPlayerController.m_SpawnPoint = m_SpawnPoints[newPlayerController.pid]; return newPlayerController; }
public TankPlayerController AddPlayer() { var newPlayerController = new TankPlayerController(); m_PlayerControllers.Add(newPlayerController); newPlayerController.isActive = true; newPlayerController.pid = m_PlayerControllers.Count - 1; newPlayerController.m_SpawnPoint = m_SpawnPoints[newPlayerController.pid]; return(newPlayerController); }
public TankPlayerController AddPlayer() { // max player count reached? if (m_ActivePlayerCount + 1 > m_MaximumPlayerCount) { return(null); } var newPlayerController = new TankPlayerController(); m_PlayerControllers.Add(newPlayerController); newPlayerController.isActive = true; newPlayerController.pid = m_PlayerControllers.Count - 1; newPlayerController.m_PlayerColor = m_PlayerColors[m_ActivePlayerCount - 1]; newPlayerController.m_SpawnPoint = m_SpawnPoints[m_ActivePlayerCount - 1]; return(newPlayerController); }
private IEnumerator RoundEnding() { m_RoundInProgress = false; // Stop tanks from moving. DisableTankControl(); // Clear the winner from the previous round. m_RoundWinner = null; // See if there is a winner now the round is over. m_RoundWinner = GetRoundWinner(); // If there is a winner, increment their score. if (m_RoundWinner != null) { m_RoundWinner.m_Wins++; } // Now the winner's score has been incremented, see if someone has one the game. m_GameWinner = GetGameWinner(); // If all other players quit, the remaining winner wins by default. if (m_ActivePlayerCount < 2) { m_GameWinner = m_RoundWinner; } // Get a message based on the scores and whether or not there is a game winner and display it. string message = EndMessage(); m_MessageText.text = message; // Wait for the specified length of time until yielding control back to the game loop. yield return(m_EndWait); }
public void RemovePlayer(TankPlayerController controller) { controller.Kill(); }
private IEnumerator RoundEnding() { m_RoundInProgress = false; // Stop tanks from moving. DisableTankControl (); // Clear the winner from the previous round. m_RoundWinner = null; // See if there is a winner now the round is over. m_RoundWinner = GetRoundWinner (); // If there is a winner, increment their score. if (m_RoundWinner != null) m_RoundWinner.m_Wins++; // Now the winner's score has been incremented, see if someone has one the game. m_GameWinner = GetGameWinner (); // If all other players quit, the remaining winner wins by default. if(m_ActivePlayerCount < 2) { m_GameWinner = m_RoundWinner; } // Get a message based on the scores and whether or not there is a game winner and display it. string message = EndMessage (); m_MessageText.text = message; // Wait for the specified length of time until yielding control back to the game loop. yield return m_EndWait; }
public MyInput(TankPlayerController ownerController) { Contract.Assert(ownerController); this.ownerController = ownerController; }
public DamageInstigator(TankPlayerController playerController, GameObject pawn) { this.PlayerController = playerController; this.Pawn = pawn; }
public void WhenPossessedBy(TankPlayerController newController) { turret?.WhenPossessedBy(new DamageInstigator(newController, gameObject)); }