2021-11-30 17:17:27 +03:00

95 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System;
using UnityEngine.Audio;
public class SaySomething : MonoBehaviour
{
//[SerializeField] private List<HealthController> playerHealths;
//[SerializeField] private List<Sounds> phrases;
[SerializeField] private Extralife life;
//[SerializeField] private GameManager manager;
[SerializeField] private HealthController health;
[SerializeField] MainWeapon player;
[SerializeField] List<SwitchWeapon> Ragnar;
//[SerializeField] SwitchWeapon Ragnar;
//[SerializeField] List<AI_BotController> bot;
[SerializeField] private AudioSource playerSource;
[SerializeField] private AudioSource botSource;
[SerializeField] private List<PlayerState> players;
private string nameing = "Ragnar(Clone)";
private int startlives;
public static float healthCount;
public static MainWeapon mainWeapon;
public static SwitchWeapon staticswitch;
//public static List<AI_BotController> bostatic;
void Start()
{
mainWeapon = player;
healthCount = health.currentHealth;
//staticswitch = Ragnar;
//bostatic = bot;
//players = new List<PlayerState>(FindObjectsOfType<PlayerState>());
//startPlayersCount = players.Count;
startlives = new List<SwitchWeapon>( FindObjectsOfType<SwitchWeapon>()).Count;
//startlives = Extralife.staticLives;
}
// Update is called once per frame
private void Update() {
player = FindObjectOfType<MainWeapon>();
if(player == null)
{
//VoiceEnable.isDisable = true;
//playerSource.Play();
}
else
//VoiceEnable.isDisable = false;
Ragnar = new List<SwitchWeapon>( FindObjectsOfType<SwitchWeapon>());
//Ragnar = FindObjectOfType<SwitchWeapon>();
//if(Ragnar.name == nameing)
//{
//foreach(SwitchWeapon sw in Ragnar)
//{
if(Ragnar.Count < startlives)
{
VoiceEnable.isAiDisabled = true;
//playerSource.Play();
}
else
VoiceEnable.isAiDisabled = false;
//}
//}
/*
bot = new List<AI_BotController>( FindObjectsOfType<AI_BotController>());
foreach(AI_BotController ai in bot)
{
if(bot == null)
{
VoiceEnable.isAiDisabled = true;
//playerSource.Play();
}
else
VoiceEnable.isAiDisabled = false;
}*/
}
public void Say()
{
playerSource.Play();
Debug.Log("Play");
}
}