// Use this for initialization private void Awake() { _character = GetComponent <F3DCharacter>(); _weaponController = GetComponent <F3DWeaponController>(); _freezable = GetComponent <Freezeable>(); _rb2D = GetComponent <Rigidbody2D>(); _audio = GetComponent <F3DCharacterAudio>(); }
private void Awake() { _avatar = GetComponent <F3DCharacterAvatar>(); _character = GetComponent <F3DCharacter>(); _freezable = GetComponent <Freezeable>(); BuildWeaponPaths(); DeactivateAllWeapons(); ActivateWeapon(DefaultWeapon); }
private IEnumerator RespawnPlayer(GameObject player) { yield return(new WaitForSeconds(WaitTimeBeforeRespawn)); F3DCharacter character = player.GetComponent <F3DCharacter>(); character.RespawnAtInitialPosition(); EquipPlayerWithWeapon(player, WeaponIdentifier.Knife); }
void OnTriggerExit2D(Collider2D other) { GameObject otherGameObject = other.gameObject; if (otherGameObject.CompareTag("Player")) { F3DCharacter character = otherGameObject.GetComponent <F3DCharacter>(); character.Suicide(); } }
private void SpawnAllPlayers() { for (int i = 0; i < NumberOfPlayers; i++) { Transform spawnPoint = SpawnPoints[i]; string playerName = "Player" + (i + 1); GameObject player = Instantiate(PlayerPrefab, spawnPoint.position, spawnPoint.rotation) as GameObject; Players[i] = player; player.name = playerName; F3DCharacter playerCharacter = player.GetComponent <F3DCharacter>(); if (i == 0) { playerCharacter.inputControllerType = F3DCharacter.InputType.KEYBOAD_MOUSE; playerCharacter.inputControllerName = ""; } else { playerCharacter.inputControllerType = F3DCharacter.InputType.GAMING_CONTROLLER; playerCharacter.inputControllerName = "Gamepad" + i; } EquipPlayerWithWeapon(player, WeaponIdentifier.Knife); } }