Added white border to flag sprite. Removed debug.log testing code. Fixed hat respawn bug. Positioned all flags/end zones in every map properly. Extensively tested each gamemode with 3 players and found 2 bugs I cannot seem to fix. First bug I found is the Win Screen that displays during FreeForAll always only shows Player 1 as the winner, regardless of the actual winner. The Win Screen fails to update to the proper player and color after a player wins. This only happens while playing FreeForAll, on any map other than Clouds. The Clouds map, and every other gamemode and map combination works just fine. The second bug I found could be considered a feature if we wanted. During a Keep Away game, when the Hat is inactive for too long, it appears to spaz over the screen for a second right before respawning. I'm not sure if this is an animation bug or a spawnpoint bug in the code. Other than these two bugs, every map has been extensively tested and tweaked to work properly for every gamemode.
50 lines
1.1 KiB
C#
50 lines
1.1 KiB
C#
using System.Collections.Generic;
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using TMPro;
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using UnityEngine; using Game; using Music; using Player;
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namespace Game
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{
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public class WinScreen : MonoBehaviour
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{
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public static WinScreen Instance;
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public List<TextMeshProUGUI> playerTexts;
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private void Awake() // Ensures only one instance of WinScreen exists
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(this.gameObject);
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}
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}
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public void ShowWinScreen(int player)
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{
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if (player - 1 < 0 || player - 1 >= GameManager.playerColors.Count)
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{
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return;
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}
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foreach (TextMeshProUGUI playerText in playerTexts)
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{
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playerText.text = "Player " + player;
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if (playerText.color != Color.black)
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{
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playerText.color = GameManager.playerColors[player - 1];
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}
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}
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Animator animator = GetComponent<Animator>();
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if (animator == null)
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{
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return;
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}
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animator.SetTrigger("win");
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}
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}
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} |