Inheritance: MonoBehaviour
 void Start()
 {
     controller    = GetComponent <Controller2D>();
     meleeCombat   = GetComponent <MeleeCombat>();
     anim          = GetComponent <Animator>();
     timeBtwAttack = maxTimeBtwAttack;
 }
Beispiel #2
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 private void Awake()
 {
     charMovement      = GetComponent <CharMovement>();
     meleeCombat       = GetComponent <MeleeCombat>();
     rangedCombat      = GetComponent <RangedCombat>();
     rangedCombatGhost = GetComponent <RangedCombatGhost>();
     aimWeapon         = GetComponent <AimWeapon>();
     throwWeapon       = GetComponent <ThrowWeapon>();
     playerCollider    = GetComponent <CapsuleCollider>();
     anim = GetComponent <Animator>();
 }
Beispiel #3
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        static void MyMethod(object obj)
        {
            IOffense offense = (IOffense)obj;

            offense.Slash();
            offense.Stab();
            IDeffense defense = (IDeffense)obj;

            defense.Block();
            defense.Counter();
            MeleeCombat melee = (MeleeCombat)obj;

            melee.Fight();
        }
    private void Start()
    {
        meleeCombat       = GetComponent <MeleeCombat>();
        rangedCombat      = GetComponent <RangedCombat>();
        aimWeapon         = GetComponent <AimWeapon>();
        throwWeapon       = GetComponent <ThrowWeapon>();
        rangedCombatGhost = GetComponent <RangedCombatGhost>();

        meleeCombat.enabled       = false;
        rangedCombat.enabled      = false;
        aimWeapon.enabled         = false;
        throwWeapon.enabled       = false;
        rangedCombatGhost.enabled = false;

        kusarigama.SetActive(false);
        kusarigamaGhost.SetActive(false);

        GetWeaponState();
    }
    public override void Activate(BuffReceiver receiver)
    {
        base.Activate(receiver);
        receiver.GetComponent <SpriteRenderer>().color = color;
        MeleeCombat combat = receiver.GetComponent <MeleeCombat>();

        if (isActivated == true)
        {
            if (!receiver.GetComponent <MeleeCombat>())
            {
                return;
            }
            temp             = combat.objPrefab;
            combat.objPrefab = melee;
            Debug.Log("Do" + this.name);
        }
        if (isActivated == false)
        {
            combat.objPrefab = temp;
            temp             = null;
            Debug.Log("Undo" + this.name);
        }
    }
Beispiel #6
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    void Awake()
    {
        // setting up the references
        animator = GetComponent <Animator>();
        playerAudio = GetComponent <AudioSource>();
        playerMovement = GetComponent <PlayerMovement>();
        playerMeleeCombat = GetComponent <MeleeCombat>();
        stamCoroutine = StaminaRegen ();
        healthCoroutine = HealthRegen ();

        // initalize the health and stamina bar values
        currentHealth = maxHealth;
        currentStamina = maxStamina;
        healthSlider.maxValue = maxHealth;
        healthSlider.value = currentHealth;
        staminaSlider.maxValue = maxStamina;
        staminaSlider.value = currentStamina;
    }
Beispiel #7
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 // Use this for initialization
 void Start()
 {
     player      = gameObject.transform.parent.gameObject;
     parentMelee = gameObject.GetComponentInParent <MeleeCombat>();
 }