Added player labels for which controller they use

This commit is contained in:
misabiko 2020-06-18 20:15:18 -04:00
parent 2930684a09
commit a818c33909
15 changed files with 1670 additions and 384 deletions

90
Assets/Materials/Blue.mat Normal file
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18
Assets/Scripts/Player.cs Normal file
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using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput))]
public class Player : MonoBehaviour {
public GameObject labelPrefab;
void Start() {
Transform canvas = GameObject.Find("Canvas").transform;
PlayerLabel label = Instantiate(labelPrefab, canvas).GetComponent<PlayerLabel>();
var playerInput = GetComponent<PlayerInput>();
label.player = transform;
label.SetName(gameObject.name);
label.SetController(playerInput.currentControlScheme);
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PlayerLabel : MonoBehaviour {
[HideInInspector]
public Transform player;
public TextMeshProUGUI playerName;
public TextMeshProUGUI controller;
RectTransform rectTransform;
new Camera camera;
void Awake() {
camera = Camera.main;
rectTransform = GetComponent<RectTransform>();
playerName = GetComponentInChildren<TextMeshProUGUI>();
}
void LateUpdate() {
if (!player) return;
rectTransform.position = camera.WorldToScreenPoint(player.position + 1.5f * Vector3.up);
}
public void SetName(string text) => playerName.text = text;
public void SetController(string text) => controller.text = text;
}

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