private void Start()
 {
     player_behaviour = new Player_Behaviour();
     num_jellies      = player_behaviour.jellybeancounter;
     movement_state   = Random.Range(0, pointers.Length);
     waitTime         = startWaitTime;
 }
    public void StartPlayerTurn(Player_Behaviour player)
    {
        for (int i = 0; i < player.myUnits.Count; i++)
        {
            player.myUnits[i].exhausted = false;
        }

        if (clearHandAtTurnStart)
        {
            while (player.cardsInHand.Count > 0)
            {
                player.myHand.RemoveCardFromHand(player.myHand.cardObjects[0]);
            }
        }
        if (drawFullHandAtTurnStart)
        {
            while (player.cardsInHand.Count < handSize)
            {
                player.DrawCard();
            }
        }
        else
        {
            player.DrawCard();
        }
    }
    //public AudioClip soundFile;
    //public float soundvolume;
    //AudioSource audio;

    // Use this for initialization
    void Start()
    {
        //audio = GetComponent<AudioSource>();
        target = GameObject.FindWithTag("Player").GetComponent <Transform>();
        anim   = GetComponent <Animator>();
        player = GameObject.FindWithTag("Player").GetComponent <Player_Behaviour>();
    }
    private void Awake()
    {
        enemyController = GameObject.FindWithTag("EnemyController").GetComponent <EnemyController>();
        crowdController = GameObject.FindWithTag("CrowdController").GetComponent <crowdManager>();
        player          = GameObject.FindWithTag("Player").GetComponent <Player_Behaviour>();

        startButton        = GameObject.Find("Start");
        resumeButton       = GameObject.Find("Resume");
        difficultySelector = GameObject.Find("DifficultySelector");

        resumeButton.SetActive(false);
        difficultySelector.SetActive(false);
    }
    void refreshStatus()
    {
        bool dancing = danceStarted || dancefinished;

        danceCamera.SetActive(dancing);
        mainCamera.SetActive(!dancing);
        if
        (currentFinishedDance)
        {
            player.GetComponent <Animator>().SetBool(currentFinishedDance.DanceName, dancefinished);
        }
        Player_Behaviour lBehaviour = player.GetComponent <Player_Behaviour>();

        lBehaviour.dancing = dancing;
        lBehaviour.distanceWeapon.SetActive(!dancing);
        lBehaviour.meleeWeapon.SetActive(!dancing);
        if (enterDanceModeUI != null)
        {
            enterDanceModeUI.SetActive(!dancing);
        }

        if (danceUIContainer != null)
        {
            danceUIContainer.SetActive(dancing);
        }

        if (!dancing)
        {
            player.GetComponent <ParticleSystem>().Stop();
        }

        if (!dancefinished)
        {
            currentFinishedDance = null;
        }
    }
    private Vector3 smoothedPos;                //The end result of the camerapositioning after smoothing

    private void Awake()                        //Get component on object
    {
        player = FindObjectOfType <Player_Behaviour>();
    }
Beispiel #7
0
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindWithTag("Player").GetComponent <Player_Behaviour>();
 }
 // Use this for initialization
 void Start()
 {
     target = GameObject.FindWithTag("Player").transform;
     player = GameObject.FindWithTag("Player").GetComponent <Player_Behaviour>();
 }