/// <summary> /// Deactivate this instance. /// </summary> public override void Deactivate() { if (_active = this) { _active = null; } // Disable the Character Controller so that the PC cannot fall infinitely CharacterController charCont = this.GetComponent<CharacterController> (); if(charCont != null){ charCont.enabled = false; } else { Debug.LogError("The character controller on your Player Character " + this.Key + " is not attached. Please attach"); } // Hide the instance // Hide (); DisablePlayerControl (); }
public void SetPlayerCharacter(PlayerCharacter pc) { _activeCharacter = pc; }
public void Activate(PlayerCharacter pc) { if (pc != null) { pc.Activate (); } }
/// <summary> /// Adds the PC to list of all player characters. /// </summary> /// <param name="item">Item.</param> public void AddPCToList(PlayerCharacter item) { _playerCharacters.Add (item); }
void Start() { if (_instance == null) { _editorActivated = true; // Set the singleton instance to this _instance = this; // Get the active pc foreach (PlayerCharacter pc in GameObject.FindObjectsOfType<PlayerCharacter>()) { if (pc.Key == _activePCKey) { if(_setPCSceneTo != null && _setPCSceneTo != "") { pc.ChangeScene(_setPCSceneTo); } // Set the active character GameController.PartyManager.SetPlayerCharacter (pc); _activePC = pc; } } // Activate the PC | Do I need this? ActivatePC (); // Activate the spawn point ActivateSpawn (); } }