void Awake() { _gameOverMenu = GameObject.Find("Game_Over_Menu"); _playerControllerScript = GameObject.Find("Player").GetComponent <PlayerController>(); _playerCombatScript = GameObject.Find("Player").GetComponent <PlayerCombat>(); _gameOverMenu.SetActive(false); }
public void StartCutscene(Transform target) { if (lookForStatsIfMissing) { playerStats = FindObjectOfType <PlayerStats>(); playerMovement = FindObjectOfType <PlayerMovement>(); playerCombat = FindObjectOfType <PlayerCombat>(); } if (currentTween >= 0) { LeanTween.cancel(targetCameraFollowScript.gameObject, currentTween); } originalTarget = targetCameraFollowScript.target; targetCameraFollowScript.enabled = false; currentTween = targetCameraFollowScript.transform.LeanMove(new Vector3(target.position.x, target.position.y, targetCameraFollowScript.transform.position.z), timeToReachTarget).setEaseOutSine().setOnComplete(ReachTargetCallback).uniqueId; if (playerStats) { playerStats.CanMove(false); playerStats.CanAct(false); } if (playerMovement) { playerMovement.canInput = false; } if (playerCombat) { playerCombat.canInput = false; } }
void Awake() { DontDestroyOnLoad(transform.gameObject); stgRef_Setup(); tDialogueCanvas = GameObject.FindGameObjectWithTag("testerCanvas"); dDictionaryArchive = tDialogueCanvas.GetComponent <DictionaryConverter> (); dlgManager = GameObject.FindGameObjectWithTag("DialogueManager"); dlgInterface = dlgManager.GetComponent <DialogueManager> (); Player = GameObject.FindGameObjectWithTag("User"); playerView = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> (); movementRef = Player.GetComponent <PlayerController> (); Prompter = GameObject.FindGameObjectWithTag("tBox"); assignPrmptCanvas(); cellarLight = Player.GetComponentInChildren <LightsScript> (); ftTimer = GameObject.FindGameObjectWithTag("ftTimer"); ftTimer.SetActive(false); PvERef = Player.GetComponent <PlayerCombat> (); qStatus = Player.GetComponent <playerStatusLog> (); qStatus.qPhaseSet(stgRef); canContinue = false; }
public void Shoot(PlayerCombat playerCombat, int damage, float speed, float range) { Projectile projectile = Instantiate(_projectile, transform.position, transform.rotation); projectile.transform.LookAt(playerCombat.GetDirection()); projectile.Fired(damage, speed, range, playerCombat._playerController); }
// Start is called before the first frame update void Start() { if (!IsFirstTime() && !isScene) { gameObject.SetActive(false); } else { nextScene = SceneManager.GetActiveScene().buildIndex + 1; StartCoroutine(Type()); if (playerStats != null) { playerStats.SetActive(false); } if (factBoxes != null) { factBoxes.SetActive(false); } player = GameObject.Find("Player"); if (player != null) { Debug.Log("Player available"); moveScript = player.GetComponent <PlayerMovement>(); combatScript = player.GetComponent <PlayerCombat>(); moveScript.canMove = false; combatScript.canAttack = false; } } }
void PlayerAttacksNPC(GameObject aiUnit) { // Player Attacks NPC pointed by mouse click //Debug.Log("Player attacking NPC........"); //PlayerCombat.SetStats(soldier.Unit.GetAttack(), soldier.Unit.GetDefense, target.Unit.GetAttack(), target.Unit.GetDefense); FIX LATER***** PlayerCombat pc = new PlayerCombat(); //pc.SetStats(5, 5, 5, 5); if (aiUnit == null) { return; // When enemy is destroyed } int dmg = pc.AttackPhase(true, this.GetComponent <Unit>().GetAttack(), this.GetComponent <Unit>().GetDefense(), aiUnit.GetComponent <Unit>().GetAttack(), aiUnit.GetComponent <Unit>().GetDefense()); aiUnit.GetComponent <Unit>().TakeDmg(dmg); Debug.Log("Player hits for: " + dmg); Debug.Log("Player has: " + this.GetComponent <Unit>().GetHealth()); attacking = false; willAttackAfterMove = false; StartCoroutine(WaitTime(1.0f)); //Debug.Log("I done waited"); //TurnManager.EndTurn(); }
//check if something was hit public void Check4Hit() { //check if the player has hit something if (isplayer) { PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat> (); if (playerCombat != null) { playerCombat.CheckForHit(); } else { Debug.Log("no player combat component found on gameObject '" + transform.parent.name + "'."); } } else { //check if the enemy has hit something EnemyAI AI = transform.parent.GetComponent <EnemyAI>(); if (AI != null) { AI.CheckForHit(); } else { Debug.Log("no enemy AI component found on gameObject '" + transform.parent.name + "'."); } } }
public void Check4Hit() { if (isPlayer) { PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat>(); if (playerCombat != null) { playerCombat.CheckForHit(); } else { Debug.LogError("No playerCombat component find on object" + transform.parent); } } else { EnemyAI AI = transform.parent.GetComponent <EnemyAI>(); if (AI != null) { AI.CheckForHit(); } else { Debug.Log("no enemy AI component found on gameObject" + transform.parent.name); } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { music.clip = music2; music.Play(); healthPanel.SetActive(false); questPanel.SetActive(false); bossHpSlider.SetActive(false); Blocker.SetActive(true); Wizard1.SetActive(true); KingCompanion.SetActive(true); panelBlackout.SetActive(true); panel = panelBlackout.GetComponent <Animator>(); playerScript = playerObject.GetComponent <PlayerMovement>(); playerCombat = playerObject.GetComponent <PlayerCombat>(); playerBow = playerObject.GetComponent <Bow>(); playerAnim = playerObject.GetComponent <Animator>(); playerRB = playerObject.GetComponent <Rigidbody2D>(); camAnim.SetBool("CutsceneIntro", true); panel.SetTrigger("FadeIn"); panelBlackout.SetActive(true); Invoke(nameof(StopCutscene), 2f); playerScript.movementSpeed = 0f; playerBow.InputDisabled = true; playerCombat.InputDisabled = true; playerScript.isDisabled = true; } }
void Start() { instance = this; GameObject playerGo = Instantiate(Resources.Load <GameObject>("Player")); playerCombat = playerGo.GetComponent <PlayerCombat>(); playerControl = playerGo.GetComponent <PlayerControl>(); uiManager = GetComponent <UIManager>(); postEffectManager = playerGo.transform.Find("Camera").GetComponent <PostEffects>(); bool saveExists = Save.Init(); if (saveExists) { ChangeLevel(Save.current.mapName, false); } else { ChangeLevel(firstLevel, true); } playerControl.Init(); playerCombat.Init(); uiManager.Init(); postEffectManager.Init(); gameMixer.SetFloat("Volume", Save.current.settings.soundLevel); if (Save.current.combatData.currentHealth <= 0) { isPaused = true; } }
void Awake() { weaponHinge = gameObject.transform.GetChild(0); rb = GetComponent<Rigidbody2D>(); pc = gameObject.GetComponent<PlayerCombat>(); }
void Start() { triggerCounter = 0; numberOfPlayerColliders = 2; following = false; playerCombat = player.GetComponent <PlayerCombat>(); }
void Start() { uc = FindObjectOfType <UIController>(); ls = FindObjectOfType <LoseSystem>(); pk = FindObjectOfType <PlayerCombat>(); pc = FindObjectOfType <PlayerController>(); }
IEnumerator Normal() { while (state == State.Normal) { var direction = new Vector3(Horizontal, 0f, Vertical).normalized; if (direction.magnitude >= 0.1f) { var targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + camera.eulerAngles.y; Movement.Move(targetAngle, speed * Time.deltaTime); } if (Crouch) { Movement.ToggleCrouch(crouchMultiplier); } if (gameManager.playerAttack && Attack) { PlayerCombat.Attack(collider => collider.GetComponent <EnemyManager>()?.Die()); } yield return(null); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { combatManager = FindObjectOfType <PlayerCombat>(); Attacks currentAttack = combatManager.currentAttacker.stats.currentAttack; TargetObject currentAttacker = combatManager.currentAttacker; TargetObject target = currentAttacker.target; if (currentAttacker.defending > 1) { currentAttacker.stats.currentAttack = null; animator.SetTrigger("isDefending"); } if (currentAttack != null && currentAttack.isMagic == true) { target.newHealth = target.health - (currentAttack.attackPower * currentAttacker.stats.spellPower / (target.stats.defense * target.defending)); animator.SetTrigger("DealDamage"); } if (currentAttack != null && currentAttack.isPhysical == true) { target.newHealth = target.health - (currentAttack.attackPower * currentAttacker.stats.strength / (target.stats.defense * target.defending)); animator.SetTrigger("DealDamage"); } }
//spawn a projectile public void SpawnProjectile(string name) { PlayerCombat playerCombat = transform.parent.GetComponent <PlayerCombat>(); if (playerCombat) { //find a custom spawn position, if there is any. Otherwise use the weapon hand as spawn position Vector3 spawnPos = playerCombat.weaponBone.transform.position; ProjectileSpawnPos customSpawnPos = playerCombat.weaponBone.GetComponentInChildren <ProjectileSpawnPos>(); if (customSpawnPos) { spawnPos = customSpawnPos.transform.position; } //spawn projectile at spawn position GameObject projectilePrefab = GameObject.Instantiate(Resources.Load(name), spawnPos, Quaternion.identity) as GameObject; if (!projectilePrefab) { return; } //set projectile to current direction Projectile projectileComponent = projectilePrefab.GetComponent <Projectile>(); if (projectileComponent) { projectileComponent.direction = playerCombat.currentDirection; Weapon currentWeapon = playerCombat.GetCurrentWeapon(); if (currentWeapon != null) { projectileComponent.SetDamage(playerCombat.GetCurrentWeapon().damageObject); } } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _playerCombat = GameObject.FindGameObjectWithTag(Consts.TAG_PLAYER).GetComponent <PlayerCombat>(); _hasAttacked = false; _playerCombat.SetCombatState(CombatState.BufferState); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { if (combatManager == null) { combatManager = FindObjectOfType <PlayerCombat>(); } //players = new List<TargetObject>(); players = combatManager.battleOrder; counter++; if (counter > players.Count) { counter = 0; foreach (TargetObject player in players) { player.defending = 1; } animator.SetBool("StartCombatOrder", false); } else { combatManager.currentAttacker = players[counter - 1]; animator.SetTrigger("NextAttack"); } }
public override void UseMove(PlayerCombat playerCombat) { base.UseMove(playerCombat); _playerCombat = playerCombat; _center.position = _spawnPosition[0].position; _lerp = true; }
// Start is called before the first frame update void Start() { pc = GetComponentInParent <PlayerCombat>(); pm = GetComponentInParent <PlayerMovement>(); rb = GetComponentInParent <Rigidbody2D>(); anim = GetComponentInParent <Animator>(); }
void Start() { sentences = new Queue <string>(); player = GameObject.FindGameObjectWithTag("Player"); pm = player.GetComponent <PlayerMovement>(); pc = player.GetComponent <PlayerCombat>(); }
void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); playerCombat = PlayerCombat.instance; pStats = PlayerStats.instance; }
private void Awake() { walkingSound = playerObject.GetComponent <CharacterController2D>().Walk; playerObject.GetComponent <Bow>().intro = true; volumeOrg = walkingSound.volume; walkingSound.volume = 0; healthPanel.SetActive(false); questPanel.SetActive(false); locationInfo.SetActive(true); coin.SetActive(false); playerScript = playerObject.GetComponent <PlayerMovement>(); playerCombat = playerObject.GetComponent <PlayerCombat>(); playerBow = playerObject.GetComponent <Bow>(); playerAnim = playerObject.GetComponent <Animator>(); playerRB = playerObject.GetComponent <Rigidbody2D>(); if (startedCutscene == false) { camAnim.SetBool("CutsceneIntro", true); Invoke(nameof(StopCutscene), 3f); playerScript.movementSpeed = 0f; startedCutscene = true; playerBow.InputDisabled = true; playerCombat.InputDisabled = true; playerScript.isDisabled = true; } }
void Awake() { deathScreen = GameObject.Find("Death Screen"); resource = GetComponent <PlayerResource>(); stats = GetComponent <PlayerStats>(); combat = GetComponent <PlayerCombat>(); }
[HideInInspector] public bool isFalling = false; //Other scripts can check this value to see if currently falling void Awake() { rigidbody2d = transform.GetComponent <Rigidbody2D>(); circlecollider2d = transform.GetComponent <CircleCollider2D>(); playerCombat = GetComponent <PlayerCombat>(); lastY = transform.position.y; }
void Start() { enemyFunction = GameObject.Find("EnemyCombat").GetComponent <EnemyCombat>(); playerFunction = GameObject.Find("PlayerCombat").GetComponent <PlayerCombat>(); targetTransform = GameObject.Find("EnemyCombat").transform; skin.sprite = skins[PlayerLooks.bow]; }
void Awake() { _inputs = new PlayerInput(); _playerMovement = new PlayerMovement(_inputs, _playerRb, _playerAnimator, _movementSpeed); _playerJump = new PlayerJump(_playerRb, _playerAnimator, _groundCheck, _jumpPower); _playerCombat = new PlayerCombat(_swordParent, _playerAnimator); }
// Start is called before the first frame update void Start() { playerMovement = FindObjectOfType <PlayerMovement>(); playerCombat = FindObjectOfType <PlayerCombat>(); playerAS = GetComponent <AudioSource>(); }
private void Awake() { playerInput = GetComponent <PlayerInput>(); combat = GetComponent <PlayerCombat>(); movement = GetComponent <PlayerMovement>(); mouse = GetComponentInChildren <MouseLook>(); }
private IEnumerator Normal(MovePlayer mp, PlayerCombat pc) { yield return(new WaitForSeconds(2f)); //mp.runSpeed = pc.regSpeed; Destroy(gameObject); }
void Start() { combat = transform.GetComponent <PlayerCombat>(); controller = transform.GetComponent <PlayerController>(); guy.onKill += OnKill; }
void Start() { itemDatabase = Repository.GetItemDatabaseInstance(); information = GetComponent<Enemy>().GetEnemyInformation(); playerCombat = GameObject.Find("PlayerObject").GetComponent<PlayerCombat>(); manager.OnMenuClosing += manager_OnMenuClosing; canBeTarget = true; numberOfLoot = information.DropLoot.Count; }
void Start() { playerCombat= GameObject.Find("PlayerObject").GetComponent<PlayerCombat>(); myRenderer = this.GetComponent<Renderer>(); myTransform = transform; initialSize = myTransform.localScale; initialColor = myRenderer.material.color; mouseOverColor = CreateLigherColor(initialColor); mouseOverSize = new Vector3(initialSize.x + 0.1f, initialSize.y + 0.1f, initialSize.z + 0.1f); }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void Start () { myCanvas = GameObject.Find("Canvas").GetComponent<Canvas>(); myTextMesh = GetComponent<TextMesh>(); playerCombat = GetComponentInParent<PlayerCombat>(); myTransform = GetComponent<Transform>(); charAbilitys = myCanvas.transform.Find("CharAbilitys").GetComponent<RectTransform>(); experienceBar = myCanvas.transform.Find("ExperienceBar/Experience").GetComponent<Image>(); CurrentPlayer.currentPlayer.PlayerInventory.OnEquipmentChanged += PlayerInventory_OnEquipmentChanged; CurrentPlayer.currentPlayer.OnStatsChanged += currentPlayer_OnStatsChanged; CurrentPlayer.currentPlayer.OnLevelUp += CurrentPlayer_OnLevelUp; playerCombat.OnTargetChanged += playerCombat_OnTargetFocusChanged; playerCombat.OnAbiliyFired += PlayerCombat_OnAbiliyFired; playerCombat.OnAbilityCooldown += PlayerCombat_OnAbilityCooldown; playerCombat.OnExperienceGained += PlayerCombat_OnExperienceGained; FillNamePlate(); FillAbilitysGUI(); FillInfoPanel(); FillExperienceBar(); }
// 0 = None // 1 = Down // 2 = Held // 3 = Up // Use this for initialization void Start() { movement = GetComponent<PlayerMovement>(); combat = GetComponent<PlayerCombat>(); info = GetComponent<PlayerInfo>(); ball = GameObject.Find("Ball").GetComponent<BBall>(); angle = Vector2.right; playerString = " - Player " + info.team; horizontal = 0; GameObject[] hoops = GameObject.FindGameObjectsWithTag("Basket"); for(int i = 0; i < hoops.Length; i++) { if(hoops[i].GetComponent<Hoop>().team != info.team) { hoop = hoops[i].transform; } } }
void Start() { Instance = this; // TMP TEMPORAL THIS SHOULD COME FROM DB spellList.Add((Spell)Resources.Load("Spells/Fireball")); spellList.Add((Spell)Resources.Load("Spells/Frostbolt")); spellList.Add((Spell)Resources.Load("Spells/Area test")); }
void Update() { if (health <= 0) Destroy (gameObject); player = GameObject.FindWithTag("Player"); playercombatobject = player.GetComponent<PlayerCombat> (); if (gameObject.tag == "NPC") { chaseboundary = 35; } else if (gameObject.tag == "GiantNPC") { chaseboundary = 60; } else if (gameObject.tag == "TinyNPC") { chaseboundary = 35; } if(Vector3.Distance(transform.position, player.transform.position) <=35) chase(player); else if(currentWaypoint < waypoint.Length){ //check to be within the array patrol(); }else{ if(loop){ //restarts array location for continuous patrolling currentWaypoint=0; } } }
void Start() { playerRigidbody = GetComponent<Rigidbody2D>(); playerCombat = GetComponent<PlayerCombat>(); anim = GetComponent<NetworkAnimator>().animator; }
void Start(){ PlayerMotor pm = (PlayerMotor)gameObject.GetComponent("PlayerMotor"); ec = (EnemyCombat)gameObject.GetComponent("EnemyCombat"); pc = (PlayerCombat)gameObject.GetComponent("PlayerCombat"); }