Beispiel #1
0
    void Awake()
    {
        characterController = GetComponent <CharacterController> ();
        camera    = Camera.main;
        mouseLook = new MouseLook();
        mouseLook.Init(transform, camera.transform);

        weapon   = gameObject.GetComponent <PlayerWeapon> ();
        light    = gameObject.GetComponent <PlayerLight> ();
        interact = gameObject.GetComponent <PlayerInteract> ();
        buffs    = gameObject.GetComponent <PlayerBuffs> ();
        traps    = gameObject.GetComponent <PlayerTraps> ();
        ability1 = gameObject.GetComponent <PlayerAbility1> ();
        health   = gameObject.GetComponent <PlayerHealth> ();
        aim      = gameObject.GetComponent <HumanAim> ();
        grenade  = GetComponent <PlayerGrenade> ();
        player   = GetComponent <Player> ();

        animator = GetComponentInChildren <Animator> ();
        audio    = GetComponentInChildren <AudioSource> ();

        gameManager = FindObjectOfType <GameManager> ();

        IsWalking = false;
        IsRunning = false;
        IsJumping = false;

        verticalSpeed = 0f;
        timer         = 0f;
        jetPackTimer  = jetPackTime;
    }
Beispiel #2
0
    // Start is called before the first frame update
    void Start()
    {
        //找到玩家的能量
        Energy = GameObject.FindGameObjectsWithTag("PlayerEnergy");
        for (int i = 0; i < Energy.Length; i++)
        {
            for (int j = i; j < Energy.Length; j++)
            {
                if (Energy[i].transform.position.x > Energy[j].transform.position.x)
                {
                    GameObject temp = Energy[i];
                    Energy[i] = Energy[j];
                    Energy[j] = temp;
                }
            }
        }


        playerLight = GameObject.Find("PlayerLight").GetComponent <PlayerLight>();
        playerMove  = this.transform.GetComponent <PlayerMove>();

        enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Enemy>();
        //GameObject.FindGameObjectWithTag

        this.playDeathTime = timeAll;
    }
Beispiel #3
0
 void Awake()
 {
     playerLight   = GetComponent <PlayerLight>();
     attacker      = GetComponentInChildren <IAttackable>();
     damageControl = GetComponentInChildren <IDamagable>();
     updateUI      = GetComponent <UpdatePlayerUI>();
 }
Beispiel #4
0
 void Start()
 {
     timerforfacingvectorupdate  = 2.0f;
     timerforfacingvectorupdate2 = 2.0f;
     AttackTimer         = .5f;
     AbleToMelee         = false;
     EnragedSoundPlaying = false;
     heroEquipment       = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     Playsounds          = gameObject.GetComponent <AudioSource>();
     //Random.seed = 42;
     player             = GameObject.FindGameObjectWithTag("Player");
     playerLight        = player.GetComponent <PlayerLight>();
     playMove           = player.GetComponent <PlayerMovement>();
     ShadowHealth       = GetComponent <Health>();
     Moveto             = new Vector3(0, 0);
     controller         = GetComponent <CharacterController>();
     speed              = 1;
     timerCount         = 1;
     DmgTimer           = 1;
     maxSpeed           = 1;
     timer              = 1;
     playerConsumeTimer = 1;
     newWayPoint        = true;
     stuckCounter       = 0;
     DistancetoLight    = 100;
     DistancetoPlayer   = 100;
     //AnimTimer = 1;
 }
Beispiel #5
0
    //===========================================================================
    //																			|
    //					玩家系统函数											  |
    //																			|
    //===========================================================================

    //======================================================
    //	玩家初始化函数
    //======================================================
    void init()
    {
        // 拾取操作对象
        rigidbody  = GetComponent <Rigidbody2D> ();   // 获取玩家刚体
        animator   = GetComponent <Animator> ();      // 获取玩家动画控制器
        startPoint = findedStartPoint();
        if (startPoint == null)
        {
            startPoint = GameObject.FindGameObjectWithTag("StartPoint");
        }
        slowDownCheck = transform.Find("slowDownCheck").gameObject.GetComponent <SlowDownCheck> ();
        playerLight   = transform.Find("playerLight").gameObject.GetComponent <PlayerLight> ();

        // hp.HPStrip = GetComponentInChildren<Slider> ();
        // sePlayer = GetComponent<AudioSource> ();

        groundCheckPoint = transform.Find("GroundCheckPoint").gameObject; //从子对象获取着地碰撞判定
        groundLayer      = 1 << LayerMask.NameToLayer("Ground");          //获取地面图层

        isFacingRight         = true;                                     // 初始朝向右
        isWannaToExitSlowDown = false;
        // hp.init (initHp);
        state = State.standby;         //初始状态为待机
        rushPower.init(initMaxPower);  //初始化玩家能量

        initGravity = rigidbody.gravityScale;

        inputOperation.init(isMac);

        flashMoveTo(startPoint.transform.position);
        moveStop();
    }
Beispiel #6
0
    void Start()
    {
        canMove = true;

        //used for respawn
        startPosition = new Vector3(this.transform.position.x, this.transform.position.y, 0f);

        //gather componenets
        player      = ReInput.players.GetPlayer(playerId);
        sprite      = GetComponent <SpriteRenderer>();
        body2D      = GetComponent <Rigidbody2D>();
        anim        = GetComponent <Animator>();
        playerTag   = GetComponent <PlayerTag>();
        playerLight = GetComponent <PlayerLight>();


        // value holds
        playerHorizSpeedHold = playerHorizSpeed;
        playerVertSpeedHold  = playerVertSpeed;
        deathTimerHold       = deathTimer;

        //If we want to implement changing main player mid game
        if (sharedData.currentMainPlayer == playerId)
        {
            playerTag.enabled   = false;
            playerLight.enabled = true;
        }
        else if (sharedData.currentMainPlayer != playerId)
        {
            playerTag.enabled   = true;
            playerLight.enabled = false;
        }
    }
 void Awake()
 {
     //Get Components
     animationComponent = GetComponent <PlayerAnimation>();
     movementComponent  = GetComponent <PlayerMovement>();
     shootingComponent  = GetComponent <PlayerShooting>();
     lightComponent     = GetComponent <PlayerLight>();
 }
Beispiel #8
0
 private void Start()
 {
     pv       = GetComponent <PhotonView>();
     laderCor = LaderCor();
     statMgr  = transform.GetChild(0).GetComponent <StatManager>();
     light    = transform.GetChild(1).GetComponent <PlayerLight>();
     offStat  = transform.GetChild(0).GetComponent <offlineStat>();
 }
 // Use this for initialization
 void Start()
 {
     player     = GameObject.FindGameObjectWithTag("Player");
     heroLight  = player.gameObject.GetComponent <PlayerLight>();
     cameras    = GameObject.FindObjectOfType <Camera>();
     theoptions = GameObject.Find("TheOptions").GetComponent <Options>();
     temp       = Instantiate(TooltipWindow);
     temp.SetActive(false);
 }
Beispiel #10
0
        // Use this for initialization
        private void Start()
        {
            m_CharacterController = GetComponent <CharacterController>();
            m_Camera = Camera.main;
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_HeadBob.Setup(m_Camera, m_StepInterval);
            m_StepCycle   = 0f;
            m_NextStep    = m_StepCycle / 2f;
            m_Jumping     = false;
            m_AudioSource = GetComponent <AudioSource>();
            m_MouseLook.Init(transform, m_Camera.transform);

            playerLight           = gameObject.GetComponent <PlayerLight>();
            startingMaxLightValue = playerLight.lightLeft;

            //Set default state
            isFiring = false;

            //Set the gun object
            gun             = GameObject.FindGameObjectWithTag("gun");
            gunInitialScale = gun.transform.localScale;

            //Set the gun color
            switch (playerLight.playerLightType)
            {
            case TypeOfLight.White:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/White_Mat") as Material;
                break;

            case TypeOfLight.Red:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Red_Mat") as Material;
                break;

            case TypeOfLight.Orange:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Orange_Mat") as Material;
                break;

            case TypeOfLight.Yellow:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Yellow_Mat") as Material;
                break;

            case TypeOfLight.Green:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Green_Mat") as Material;
                break;

            case TypeOfLight.Blue:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Blue_Mat") as Material;
                break;

            case TypeOfLight.Violet:
                gun.GetComponent <Renderer>().material = Resources.Load("Solid_Always_Lit/Violet_Mat") as Material;
                break;
            }
        }
Beispiel #11
0
 void Start()
 {
     heroLight     = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerLight>();
     player        = GameObject.FindGameObjectWithTag("Player");
     particles     = gameObject.GetComponentInChildren <ParticleSystem>();
     particleLight = gameObject.GetComponent <Light>();
     sprite        = gameObject.GetComponent <SpriteRenderer>();
     active        = true;
     deathTimer    = 0;
     once          = true;
 }
Beispiel #12
0
    void Start()
    {
        x = Random.Range(-velocityMax, velocityMax);
        y = Random.Range(-velocityMax, velocityMax);
        xMax = transform.localPosition.x + xMax;
        yMax = transform.localPosition.y + yMax;
        xMin = transform.localPosition.x + xMin;
        yMin = transform.localPosition.y + yMin;

        volume = 0.5f;

        PlayerLightComponent = PlayerLight.Instance;
    }
Beispiel #13
0
    void Start()
    {
        player = PlayerController.playerObject.GetComponent <PlayerLight>();

        sources = GetComponents <AudioSource>();
        for (int i = 0; i < sources.Length; i++)
        {
            sources[i].volume = 0;
            volume[i]         = sources[i].volume;
        }

        sources[0].volume = 1;
    }
 void Start()
 {
     anim          = gameObject.GetComponent <Animator>();
     heroEquipment = gameObject.GetComponent <PlayerEquipment>();
     heroCooldowns = gameObject.GetComponent <PlayerCooldowns>();
     heroLight     = gameObject.GetComponent <PlayerLight>();
     UICD          = GameObject.Find("Health bar").GetComponent <HUDCooldowns>();
     playersLight  = gameObject.GetComponentInChildren <Light>();
     audioPlayer   = gameObject.GetComponent <AudioSource>();
     chained       = false;
     shoot         = false;
     shootTimer    = 0;
 }
Beispiel #15
0
 void OnTriggerEnter(Collider col)
 {
     if (col.gameObject.tag == "player")
     {
         PlayerLight pLight = player.GetComponent <PlayerLight>();
         pLight.lightLeft = pLight.maxLight;
         col.GetComponent <FirstPersonController>().ShrinkGunFunction();
         if (debugMode)
         {
             Debug.Log("player light replenished!");
         }
         Destroy(gameObject);
     }
 }
    void FixedUpdate()
    {
        if (player == null)
        {
            player = GameObject.FindGameObjectWithTag("Player");
            if (player != null)
            {
                theLight = player.GetComponent <PlayerLight>();
            }
        }

        transform.up        = (player.transform.position - transform.position).normalized;
        transform.position += transform.up * speed * Time.deltaTime;
    }
Beispiel #17
0
    private void Update()
    {
        if (!playerLight)
        {
            playerLight = FindObjectOfType <PlayerLight>();
        }
        if (!playerLight)
        {
            return;
        }

        bar.fillAmount = playerLight.LightLevel;
        bar.color      = gradient.Evaluate(playerLight.LightLevel);
    }
Beispiel #18
0
 private void Start()
 {
     m_WaxController                      = GetComponentInParent <PlayerWax>();
     m_LightController                    = GetComponentInParent <PlayerLight>();
     m_AnimatorController                 = GetComponent <Animator>();
     InputHandler.instance.MoveUp        += OnMoveUp;
     InputHandler.instance.MoveDown      += OnMoveDown;
     InputHandler.instance.MoveLeft      += OnMoveLeft;
     InputHandler.instance.MoveRight     += OnMoveRight;
     InputHandler.instance.MoveUpDone    += OnMoveUpDone;
     InputHandler.instance.MoveDownDone  += OnMoveDownDone;
     InputHandler.instance.MoveLeftDone  += OnMoveLeftDone;
     InputHandler.instance.MoveRightDone += OnMoveRightDone;
 }
Beispiel #19
0
    void Update()
    {
        if (timerActive)
        {
            timeInFloat    += 1 * Time.deltaTime;
            currentSeconds += 1 * Time.deltaTime;
        }

        if (currentSeconds > 60)
        {
            currentMinutes++;
            currentSeconds = 0;
        }

        ///////makin' strings pretty
        string secondsString;
        string minutesString;

        if (Mathf.Round(currentSeconds) < 10)
        {
            secondsString = "0" + Mathf.Round(currentSeconds);
        }

        else
        {
            secondsString = "" + Mathf.Round(currentSeconds);
        }

        if (Mathf.Round(currentMinutes) < 10)
        {
            minutesString = "0" + Mathf.Round(currentMinutes);
        }

        else
        {
            minutesString = "" + Mathf.Round(currentMinutes);
        }
        ///////
        timerText.text = minutesString + ":" + secondsString;


        if (PlayerController.playerObject != null)
        {
            PlayerLight playerLight = PlayerController.playerObject.GetComponent <PlayerLight>();

            float percentageLight = (playerLight.remainingLight / playerLight.maxLight);
            lightSlider.localScale = new Vector2(percentageLight, 1);
        }
    }
 void Start()
 {
     earthtrailtime       = 0;
     anim                 = gameObject.GetComponent <Animator>();
     controller           = gameObject.GetComponent <CharacterController>();
     heroEquipment        = gameObject.GetComponent <PlayerEquipment>();
     heroLight            = gameObject.GetComponent <PlayerLight>();
     heroCooldowns        = gameObject.GetComponent <PlayerCooldowns>();
     trailBlazerDropTimer = 0.0f;
     UICD                 = GameObject.Find("Health bar").GetComponent <HUDCooldowns>();
     aPlayer              = gameObject.GetComponent <AudioSource>();
     once                 = false;
     theoptions           = GameObject.Find("TheOptions").GetComponent <Options>();
     move                 = GetComponent <PlayerMovement>();
 }
Beispiel #21
0
 // Use this for initialization
 void Start()
 {
     currentSelection = 0;
     maxchoices       = 1;
     AxisChanged      = false;
     easyMode         = GameObject.FindObjectOfType <Options>().easyMode;
     if (Application.loadedLevelName == "Game")
     {
         generator = GameObject.FindGameObjectWithTag("Dungeon").GetComponent <RoomGeneration>();
     }
     playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <Health>();
     dasLicht     = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerLight>();
     equipment    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerEquipment>();
     anim         = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>();
 }
    // Start is called before the first frame update
    void Start()
    {
        hullMaxHealth     = 100.0f;
        hullCurrentHealth = 100.0f;
        hullDurability    = 10.0f;
        pMovement         = GetComponent <PlayerMovement>();
        upgrades          = GetComponent <PlayerUpgrades>();

        playerLight   = pLight.GetComponent <PlayerLight>();
        sonarScan     = sonarSystem.GetComponent <SonarScan>();
        shieldTexture = sub_shield.GetComponent <SpriteRenderer>();
        backLight     = lightUpgrade.GetComponentInChildren <Light2D>();
        lightTexture  = lightUpgrade.GetComponentInChildren <SpriteRenderer>();
        sonarTexture  = sonarUpgrade.GetComponentInChildren <SpriteRenderer>();
    }
Beispiel #23
0
    private void Start()
    {
        mov       = FindObjectOfType <PlayerMovement>();
        sL        = FindObjectOfType <SceneLoader>();
        pl        = FindObjectOfType <Player>();
        vM        = FindObjectOfType <ValueManagement>();
        bg        = FindObjectOfType <Background>();
        pLight    = FindObjectOfType <PlayerLight>();
        willpower = FindObjectOfType <Willpower>();
        dM        = FindObjectOfType <DateManagement>();


        TurnOffDev();
        fakeLeftButton.gameObject.SetActive(false);
        fakeRightButton.gameObject.SetActive(false);
        fakeJumpButton.gameObject.SetActive(false);
        cancelInsteadButton.gameObject.SetActive(false);

        ShowUI();
        ShowWillpowerGOs();
        //for testing
        //checkpointAllowed = vM.GetBoughtCheckpoints();
        //slowAllowed = vM.GetBoughtSlowdowns();
        //insteadAllowed = vM.GetBoughtInsteads();
        checkpointAllowed = 3;
        slowAllowed       = 3;
        insteadAllowed    = 3;
        ///////////////////////
        checkpointCount = PlayerPrefs.GetInt("checkpointCount", 0);
        slowCount       = PlayerPrefs.GetInt("slowCount", 0);
        insteadCount    = PlayerPrefs.GetInt("insteadCount", 0);

        UpdateWillpower();
        keyImage.color = Colors.toggleGrayColor;
        SkillsEnabled();
        ShouldShowInsteadText();
        UpdateInsteadSlots();

        ShouldShowSlowdownText();
        UpdateSlowSlots();

        ShouldShowCheckpointUIAndText();
        ShouldShowLoadCheckpoint();
        UpdateCheckSlots();

        dayNumber.text = "Day " + sL.GetCurrentSceneName();
    }
Beispiel #24
0
    void Awake()
    {
        m_Rigidbody2D  = GetComponent <Rigidbody2D>();
        spriteRenderer = GetComponent <SpriteRenderer>();
        animator       = GetComponentInChildren <Animator>();
        playerLight    = GetComponentInChildren <PlayerLight>();
        playerBullet   = GetComponentInChildren <PlayerBullet>();
        boxCollider2D  = GetComponent <BoxCollider2D>();
        gravity        = m_Rigidbody2D.gravityScale;

        DontDestroyOnLoad(this.gameObject);

        OnInteractionEvent += (collider2D) =>
        {
            collider2D.GetComponent <IInteractive>()?.Interactive();
        };
    }
    void Start()
    {
        heroLight     = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerLight>();
        particles     = gameObject.GetComponentInChildren <ParticleSystem>();
        particleLight = gameObject.GetComponent <Light>();
        sprite        = gameObject.GetComponent <SpriteRenderer>();
        active        = true;
        deathTimer    = 0;
        once          = true;

        player = GameObject.FindGameObjectWithTag("Player");

        allObjects = GameObject.FindObjectsOfType <GameObject>();
        foreach (GameObject obj in allObjects)
        {
            obj.SendMessage("AddDrop", this.gameObject, SendMessageOptions.DontRequireReceiver);
        }
    }
Beispiel #26
0
        public Player()
            : base(Vector2.Zero, Player_Sprite, ORIGINAL_WIDTH, ORIGINAL_HEIGHT, Drawing.DrawOrder.ENTITIES)
        {
            AddAnimation("walk_d", CreateAnimFrameArray(1, 0), 6, true);
            AddAnimation("walk_r", CreateAnimFrameArray(2, 3), 8, true);
            AddAnimation("walk_u", CreateAnimFrameArray(4, 5), 6, true);
            AddAnimation("walk_l", CreateAnimFrameArray(6, 7), 8, true);

            AddAnimation("attack_d", CreateAnimFrameArray(8, 9), 10, false);
            AddAnimation("attack_r", CreateAnimFrameArray(10, 11), 10, false);
            AddAnimation("attack_u", CreateAnimFrameArray(12, 13), 10, false);
            AddAnimation("attack_l", CreateAnimFrameArray(14, 15), 10, false);
            AddAnimation("fall", CreateAnimFrameArray(28, 29, 30, 31), 5, false);
            AddAnimation("slumped", CreateAnimFrameArray(32));

            AddAnimation("whirl", CreateAnimFrameArray(25, 26, 27, 24), 12, true);

            AddAnimation("idle_d", CreateAnimFrameArray(24), 4, true);
            AddAnimation("idle_r", CreateAnimFrameArray(25), 4, true);
            AddAnimation("idle_u", CreateAnimFrameArray(26), 4, true);
            AddAnimation("idle_l", CreateAnimFrameArray(27), 4, true);

            AddAnimation("jump_d", CreateAnimFrameArray(16, 17), 4, true);
            AddAnimation("jump_r", CreateAnimFrameArray(18, 19), 4, true);
            AddAnimation("jump_u", CreateAnimFrameArray(20, 21), 4, true);
            AddAnimation("jump_l", CreateAnimFrameArray(22, 23), 4, true);
            AddAnimation("idle_climb", CreateAnimFrameArray(33));
            AddAnimation("climb", CreateAnimFrameArray(34, 35), 8, true);

            height = HITBOX_HEIGHT;
            offset = new Vector2(3, DEFAULT_Y_OFFSET);
            width  = HITBOX_WIDTH;

            Play("idle_u");
            ANIM_STATE = PlayerAnimState.as_idle;
            facing     = Facing.UP;

            broom        = new(this);
            transformer  = new(this);
            shadow       = new(this, new Vector2(3, -1), fps : 20);
            foot_overlay = new(this);
            reflection   = new(this);
            light        = new(this);
        }
    void SignatureMove()
    {
        playMove = player.GetComponent <PlayerMovement>();
        if (playMove != null)
        {
            PlayerLight playHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerLight>();
            playHealth.currentLight = 0;



            playMove.PullThePlayer(transform.position);
            if (doOnce)
            {
                Instantiate(PullParticles, player.transform.position, new Quaternion(0, 0, 0, 0));
                doOnce = false;
                float RandX = Random.Range(-5, 5);
                float RandY = Random.Range(-5, 5);
                gameObject.GetComponent <GenerateLoot>().DropAPieceOfGear(new Vector3(transform.position.x + RandX, transform.position.y + RandY, -1));
            }
        }
    }
Beispiel #28
0
    void BlindedByTheLight()
    {
        PlayerLight ReturnLight = player.GetComponent <PlayerLight>();

        ShadowHealth = GetComponent <Health>();
        if (ShadowHealth != null)
        {
            ShadowHealth.LoseHealth(StoredLight);
        }

        StoredLight += 8;
        Instantiate(BlindedParts, transform.position, transform.rotation);
        Instantiate(ReturningParts, transform.position, transform.rotation);
        ReturnLight.currentLight += StoredLight;

        if (ReturnLight.currentLight > ReturnLight.maxLight)
        {
            ReturnLight.currentLight = ReturnLight.maxLight;
        }

        StoredLight = 0;
    }
    void Start()
    {
        //Reference Initializations:
        gameStateDataScriptRef = GameObject.Find("GameState").GetComponent <GameStateScript>();
        BaseWorldSpawnRef      = GameObject.Find("BaseWorldSpawn");

        //File selector: Default upper left boat selected
        highlightedFilenum = 1;
        highlightedFile[0] = false;
        highlightedFile[1] = false;

        /*
         * SelectorEnvironment = GameObject.Find("MENU_PORT");
         * FileSelectorBoat1 = SelectorEnvironment.transform.GetChild(0).gameObject;
         * FileSelectorBoat2 = SelectorEnvironment.transform.GetChild(1).gameObject;
         * FileSelectorBoat3 = SelectorEnvironment.transform.GetChild(2).gameObject;
         * FileSelectorBoat4 = SelectorEnvironment.transform.GetChild(3).gameObject;
         */
        input = PlayerInput.instance;
        light = GetComponent <PlayerLight>();

        amount = light.healthDrainAmmount;
    }
Beispiel #30
0
 private void Start()
 {
     m_PlayerLight = GetComponent <PlayerLight>();
     InputHandler.instance.ConsumeCandle += OnConsumeCandle;
 }
Beispiel #31
0
 void Awake()
 {
     playerLight = transform.Find("PlayerLight").GetComponent <PlayerLight>();
 }
Beispiel #32
0
 private void Awake()
 {
     if (Instance != null)
         return;
     Instance = this;
 }