private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup() { // Get references to the components. //agent = m_Instance.GetComponent<NavMeshAgent>(); m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.player = isPlayer; m_Shooting.player = isPlayer; m_Shooting.SetCanvas(isPlayer); // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); m_Movement.tankColor = m_PlayerColor; m_Movement.tankID = m_PlayerNumber; // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } m_SpawnPoint = RandomPointNavMesh(Vector3.zero); }
public void TooglePlayer(bool val) { isPlayer = val; m_Movement.player = val; m_Shooting.player = val; m_Movement.ResetBehaviour(); m_Shooting.SetCanvas(isPlayer); }