/* * // This is for camera shaking * public void UltimateShake() * { * * StartCoroutine(cameraShake.Shake(0.15f, 0.4f)); * } */ public s_GameManager.PlayerData CreatePlayerDataStructOfPlayer() { s_GameManager.PlayerData pd = new s_GameManager.PlayerData(); pd.score = score; pd.BlocksMatched = stats_BlocksMatched; pd.CombosMade = stats_CombosMade; pd.TrashDumpedOnOther = stats_TrashDumpedOnOther; pd.UltimatePointsEarned = stats_UltimatePointsEarned; pd.UltimatesUsed = stats_UltimatesUsed; pd.Roll = Player; pd.Name = myCharacter; if (s_GameManager.GetDebug()) { Debug.Log("Player Datat Created for " + pd.Roll.ToString() + " with name " + pd.Name); } return(pd); }
public void LoseGame() { s_GameManager.PlayerData losingPlayer = owningPlayer.CreatePlayerDataStructOfPlayer(); s_GameManager.PlayerData winningPlayer = new s_GameManager.PlayerData(); // Game Over Functionality // Debug.LogError("NO FREE SPACE YOU LOSE. Lost by " + gameObject.name + " at pos " + transform.position); for (int i = 0; i < s_GameManager.Singleton.Players.Count; i++) { if (s_GameManager.Singleton.Players[i] != owningPlayer && s_GameManager.Singleton.Players[i] != null && s_GameManager.Singleton.Players[i].gameObject != null) { winningPlayer = s_GameManager.Singleton.Players[i].CreatePlayerDataStructOfPlayer(); break; } } s_GameManager.Singleton.EndGame(losingPlayer, winningPlayer); // Call the EndGame function from the game manager script }