using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; public class PlayerManager : MonoBehaviour{ //public CinemachineVirtualCamera followCamera; public ParticleSystem impactParticles; PlayerMovement currentPlayer; [Space] [SerializeField] PlayerMovement player1; [SerializeField] PlayerMovement player2; public PlayerMovement Player1 { get { return player1; } } public PlayerMovement Player2 { get { return player2; } } [Space] [SerializeField, Range(0f, 1f)] float defaultTime = 1f; [SerializeField, Range(0f, 1f)] float slowTime = .1f; [HideInInspector] public PlayerMovement playerMoving; // Start is called before the first frame update public void Init(){ currentPlayer = player1; //followCamera.Follow = player1.transform; } // Update is called once per frame void Update(){ } private void ActivityHandle() { //if (Input.GetKeyDown(KeyCode.Space)) //{ // if (currentPlayer == player1) // { // //followCamera.Follow = player2.transform; // currentPlayer.active = false; // currentPlayer = player2; // currentPlayer.active = true; // } // else // { // //followCamera.Follow = player1.transform; // currentPlayer.active = false; // currentPlayer = player1; // currentPlayer.active = true; // } //} } public void Move(PlayerMovement player){ Time.timeScale = defaultTime; playerMoving = player; } public void Stop(){ Time.timeScale = slowTime; playerMoving = null; } public GameObject getClosestPlayer(Vector3 position) { if (Vector3.Magnitude(position - player1.transform.position) < Vector3.Magnitude(position - player2.transform.position)) return player1.gameObject; return player2.gameObject; } }