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+ flickerSpeed: 40
+ flickerDuration: 1
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs
index a06c0a5..e0db546 100644
--- a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Enemy/EnemyActions.cs
@@ -117,8 +117,9 @@ public class EnemyActions : MonoBehaviour {
//assign a name to this enemy
if(pickARandomName) enemyName = GetRandomName();
- //set player as target
- if(target == null) target = GameObject.FindGameObjectWithTag("Player");
+ //set random player as target
+ GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
+ if (target == null) target = players[Random.Range(0, players.Length)];
//tell enemymanager to update the list of active enemies
EnemyManager.getActiveEnemies();
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs
index 8f95c7b..40ce2c1 100644
--- a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerMovement.cs
@@ -42,6 +42,8 @@ public class PlayerMovement : MonoBehaviour {
private float jumpDownwardsForce = .3f;
private float lastJumpTime = 0f;
+ public int playerNumber;
+
//a list of states where movement can take place
private List MovementStates = new List {
UNITSTATE.IDLE,
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs
index f67b1d3..333c14f 100644
--- a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/Player/PlayerSpawnPoint.cs
@@ -3,6 +3,7 @@
public class PlayerSpawnPoint : MonoBehaviour {
public GameObject defaultPlayerPrefab;
+ public int playerNumber;
void Awake(){
@@ -24,5 +25,7 @@ public class PlayerSpawnPoint : MonoBehaviour {
void loadPlayer(GameObject playerPrefab){
GameObject player = GameObject.Instantiate(playerPrefab) as GameObject;
player.transform.position = transform.position;
- }
+ player.GetComponent().playerNumber = playerNumber;
+
+ }
}
\ No newline at end of file
diff --git a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs
index 48a9254..23483af 100644
--- a/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs
+++ b/unity_project/Assets/BeatEmUp_GameTemplate3D/Scripts/UI/UIHUDHealthBar.cs
@@ -8,6 +8,7 @@ public class UIHUDHealthBar : MonoBehaviour {
public Image playerPortrait;
public Slider HpSlider;
public bool isPlayer;
+ public int playerNumber;
void OnEnable() {
HealthSystem.onHealthChange += UpdateHealth;
@@ -23,7 +24,7 @@ public class UIHUDHealthBar : MonoBehaviour {
}
void UpdateHealth(float percentage, GameObject go){
- if(isPlayer && go.CompareTag("Player")){
+ if(isPlayer && go.CompareTag("Player") && go.GetComponent()?.playerNumber == playerNumber){
HpSlider.value = percentage;
}
@@ -43,8 +44,17 @@ public class UIHUDHealthBar : MonoBehaviour {
//loads the HUD icon of the player from the player prefab (Healthsystem)
void SetPlayerPortraitAndName(){
if(playerPortrait != null){
- GameObject player = GameObject.FindGameObjectWithTag("Player");
- HealthSystem healthSystem = player.GetComponent();
+ GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
+
+ GameObject player = null;
+
+ foreach (GameObject p in players)
+ {
+ if (p.GetComponent()?.playerNumber == playerNumber)
+ player = p;
+ }
+
+ HealthSystem healthSystem = player?.GetComponent();
if(player && healthSystem != null){
@@ -55,6 +65,12 @@ public class UIHUDHealthBar : MonoBehaviour {
//set name
nameField.text = healthSystem.PlayerName;
}
+ else
+ {
+ nameField.text = "PRESS START!";
+ playerPortrait.enabled = false;
+ HpSlider.gameObject.SetActive(false);
+ }
}
}
}