void Awake() { plyArm = GetComponent <PlayerArm>(); textAmmo.text = ""; gunAmmo = maxAmmo; }
private void Awake() { commands = GetComponent <PlayerCommands>(); movement = GetComponent <PlayerMovement>(); arm = GetComponent <PlayerArm>(); bodyCollider = GetComponent <CapsuleCollider2D>(); spriteColorer = GetComponent <SpriteColorer>(); }
public override void Action(PlayerArm arm) { if (Ammo > 0) { Ammo--; Shot(); } else { audioSource.PlayOneShot(outOfAmmoSound); } }
public override void Action(PlayerArm arm) { var t = Physics2D.OverlapCircleAll(transform.position, .5f); foreach (var item in t) { if (item.tag == "BattreyLock") { arm.DropItem(); item.GetComponent <BatteryLock>().LoadBattery(this); } } }
void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "Player") { BalasManager bm = other.gameObject.GetComponent <BalasManager>(); PlayerArm pa = other.gameObject.GetComponent <PlayerArm>(); audioSrc.Play(); bm.StartCoroutine("RechargeGun"); GetComponent <MeshRenderer>().enabled = false; GetComponent <BoxCollider>().enabled = false; StartCoroutine("Respawn"); } }
public override void Start() { base.Start(); PlayerArm = GetComponentInChildren <PlayerArm>(); if (!PlayerArm) { Debug.LogError("Could not find PlayerArm on which to enable machine gun."); Destroy(this); } else { PlayerArm.machinegun = true; } }
void Awake() { Time.timeScale = 1f; body = GetComponent <Rigidbody2D>(); body.freezeRotation = true; arm = transform.Find("Arm").GetComponent <PlayerArm>(); animator = GetComponent <Animator>(); attackDetails = new float[2]; currentHealth = maxHealth; healthbar = GameObject.Find("HealthBar").GetComponent <HealthBar>(); healthbar.SetMaxHealth(maxHealth); particles = GetComponent <ParticleSystemScript>(); GameObject cageDoor = GameObject.Find("Cage").transform.Find("CageDoor").gameObject; Physics2D.IgnoreCollision(GetComponent <Collider2D>(), cageDoor.GetComponent <Collider2D>()); // Ignore collision with the door as the cage collision is enough }
// Update is called once per frame void Update() { //// New Code if (HasBlockInput() && CheckCanBlock()) { // shouldn't be called every frame Block(); } else if (player.isBlocking && (HasBlockReleaseInput() || !CheckCanBlock())) { ReleaseBlock(); } else if (actionCooldownTimer > 0) // on cooldown { actionCooldownTimer -= Time.deltaTime; } // assuming only one is true var leftAttack = HasLeftPunchInput(); var rightAttack = HasRightPunchInput(); var attackInput = leftAttack || rightAttack; var attackingArm = leftAttack ? arms[0] : arms[1]; if (isAttacking && !player.isBlocking) { punchExtentsion += Time.deltaTime; // reset this... if (punchExtentsion > timeToCancelAttack && hitBox == null) { CreateHitBox(); StartAttackAnim(); } } // shouldn't be able to start after an attack is cancel else if (attackInput && CheckCanAttack()) // start attack { this.attackingArm = attackingArm; isAttacking = true; } }
// Start is called before the first frame update void Start() { //GetComponents aud = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); //Get all Body Parts foreach (Transform c in transform) { if (c.gameObject.name.Equals("HeadPoint")) { head = c.gameObject.GetComponent <PlayerHead>(); } if (c.gameObject.name.Equals("ChestPoint")) { chest = c.gameObject.GetComponent <PlayerChest>(); } if (c.gameObject.name.Equals("GroinPoint")) { abdomin = c.gameObject.GetComponent <PlayerAbdomin>(); } if (c.gameObject.name.Equals("LegPoint1")) { leg1 = c.gameObject.GetComponent <PlayerLeg>(); } if (c.gameObject.name.Equals("LegPoint2")) { leg2 = c.gameObject.GetComponent <PlayerLeg>(); } if (c.gameObject.name.Equals("ArmPoint1")) { arm1 = c.gameObject.GetComponent <PlayerArm>(); } if (c.gameObject.name.Equals("ArmPoint2")) { arm2 = c.gameObject.GetComponent <PlayerArm>(); } } }
public virtual void Action(PlayerArm arm) { }
public void UpdatePlayer() { playerCtrl = GetComponent <Player>(); armScript0 = leftArm.GetComponent <PlayerArm>(); armScript1 = rigthArm.GetComponent <PlayerArm>(); ember = GameController.Instance.playerEmber; breastPlate = GameController.Instance.player_breastPlate; helmet = GameController.Instance.player_helmet; tozluk = GameController.Instance.player_tozluk; haircut = GameController.Instance.player_haircut; beard = GameController.Instance.player_beard; moustache = GameController.Instance.player_moustache; color = GameController.Instance.player_haircolor_index; sword = GameController.Instance.player_sword; mace = GameController.Instance.player_mace; axe = GameController.Instance.player_axe; shield = GameController.Instance.player_shield; WearBreastPlate(); WearHelmet(); WearTozluk_R(); WearTozluk_L(); StartCoroutine(SetPersonSize()); SetHair(); SetMoustache(); SetBeard(); SetHairColor(); if (shield != -1) { WearShield(); } leftHand = transform.GetChild(0).GetChild(0).GetChild(0).GetChild(0).gameObject; if (sword != -1) { WearSword(); weaponCategory = 0; weaponCategoryAndIndex[0] = 0; weaponCategoryAndIndex[1] = sword; GameController.Instance.player_mace = -1; // buralar eklendi GameController.Instance.player_axe = -1; // buralar eklendi } if (mace != -1) { WearMace(); weaponCategory = 1; weaponCategoryAndIndex[0] = 1; weaponCategoryAndIndex[1] = mace; GameController.Instance.player_sword = -1; // buralar eklendi GameController.Instance.player_axe = -1; // buralar eklendi } if (axe != -1) { WearAxe(); weaponCategory = 2; weaponCategoryAndIndex[0] = 2; weaponCategoryAndIndex[1] = axe; GameController.Instance.player_sword = -1; // buralar eklendi GameController.Instance.player_mace = -1; // buralar eklendi } if (ember && (sword > 3 || mace > 3 || axe > 3)) { switch (weaponCategory) { case 0: GameController.Instance.hotParticles = true; leftHand.transform.GetChild(sword).GetChild(1).gameObject.SetActive(true); leftHand.transform.GetChild(sword).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f); break; case 1: GameController.Instance.hotParticles = true; leftHand.transform.GetChild(12 + mace).GetChild(1).gameObject.SetActive(true); leftHand.transform.GetChild(12 + mace).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f); break; case 2: GameController.Instance.hotParticles = true; leftHand.transform.GetChild(20 + axe).GetChild(1).gameObject.SetActive(true); leftHand.transform.GetChild(20 + axe).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f); break; } } else if (!ember && (sword > 3 || mace > 3 || axe > 3)) { switch (weaponCategory) { case 0: GameController.Instance.hotParticles = false; leftHand.transform.GetChild(sword).GetChild(1).gameObject.SetActive(false); leftHand.transform.GetChild(sword).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f); break; case 1: GameController.Instance.hotParticles = false; leftHand.transform.GetChild(12 + mace).GetChild(1).gameObject.SetActive(false); leftHand.transform.GetChild(12 + mace).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f); break; case 2: GameController.Instance.hotParticles = false; leftHand.transform.GetChild(20 + axe).GetChild(1).gameObject.SetActive(false); leftHand.transform.GetChild(20 + axe).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f); break; } } //SaveSystem.SavePlayer(); }
private void Awake() { playerMovement = GetComponent <PlayerMovement>(); playerArm = GetComponent <PlayerArm>(); }