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66 行
1.8 KiB

using System;
using UnityEngine;
[Serializable]
public class TankManager
{
public Color m_PlayerColor;
public Transform m_SpawnPoint;
[HideInInspector] public int m_PlayerNumber;
[HideInInspector] public string m_ColoredPlayerText;
[HideInInspector] public GameObject m_Instance;
[HideInInspector] public int m_Wins;
private TankMovement m_Movement;
private TankShooting m_Shooting;
private GameObject m_CanvasGameObject;
public void Setup()
{
m_Movement = m_Instance.GetComponent<TankMovement>();
m_Shooting = m_Instance.GetComponent<TankShooting>();
m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas>().gameObject;
m_Movement.m_PlayerNumber = m_PlayerNumber;
m_Shooting.m_PlayerNumber = m_PlayerNumber;
m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>";
MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].material.color = m_PlayerColor;
}
}
public void DisableControl()
{
m_Movement.enabled = false;
m_Shooting.enabled = false;
m_CanvasGameObject.SetActive(false);
}
public void EnableControl()
{
m_Movement.enabled = true;
m_Shooting.enabled = true;
m_CanvasGameObject.SetActive(true);
}
public void Reset()
{
m_Instance.transform.position = m_SpawnPoint.position;
m_Instance.transform.rotation = m_SpawnPoint.rotation;
m_Instance.SetActive(false);
m_Instance.SetActive(true);
}
}