void Start() { pl = GetComponent <Playermove>(); anima = model.GetComponent <Animator>(); rigid = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); }
// Use this for initialization void Awake() { characterQueue = new CustomCircularQueue <GlobalCharacterInfo.CHAR_TYPE>(); currentType = GlobalCharacterInfo.CHAR_TYPE.ALLIGATOR; moveScript = characterObject.GetComponent <Playermove>(); effectScript = characterSwitchEffectObject.GetComponent <CharacterSwitchEffect>(); foreach (GlobalCharacterInfo.CHAR_TYPE charType in (GlobalCharacterInfo.CHAR_TYPE[])Enum.GetValues(typeof(GlobalCharacterInfo.CHAR_TYPE))) { characterQueue.push(charType); } }
void Awake() { magitionMagicCircleSrite = Resources.LoadAll <Sprite>("Character/Magition/SkillDevillHand/Circle"); magitionHandsSprite = Resources.LoadAll <Sprite>("Character/Magition/SkillDevillHand/Hands"); dragonSparkSprite = Resources.LoadAll <Sprite>("Character/Dragon/SkillLaserShoot/Spark"); dragonLaserSprite = Resources.LoadAll <Sprite>("Character/Dragon/SkillLaserShoot/Laser"); moveScript = gameObject.GetComponent <Playermove>(); dragonBreathPrefab = Resources.Load("Prefabs/Dragon/Breath") as GameObject; magitionDevilHandsPrefab = Resources.Load("Prefabs/Magition/DevilHands") as GameObject; }
void Awake() { moveScript = referenceCharacter.GetComponent <Playermove>(); colliderController = gameObject.GetComponent <CapsuleCollider2D>(); currentRenderer = gameObject.GetComponent <SpriteRenderer>(); rigid2DController = gameObject.GetComponent <Rigidbody2D>(); animationController = gameObject.GetComponent <Animator>(); specificRenderer = specificEffect.GetComponent <SpriteRenderer>(); spriteAlligatorHit = Resources.LoadAll <Sprite>("Player/dkrdjdiH").Single(s => s.name == "dkrdjdiH_4"); spriteMagitionHit = Resources.LoadAll <Sprite>("Player/wichH").Single(s => s.name == "wichH_4"); spriteDragonHit = Resources.LoadAll <Sprite>("Player/DragonH").Single(s => s.name == "DragonH_4"); spriteHeroHit = Resources.LoadAll <Sprite>("Player/HeroH").Single(s => s.name == "HeroH_4"); spriteDownLine = Resources.Load <Sprite>("Character/Common/DownLine"); spriteSmoke = Resources.LoadAll <Sprite>("Character/Common/LandingSmoke"); TurnOffComponent(); }
// Update is called once per frame void Update() { if (Time.time >= 6) { gunscript gun = weapon1.GetComponent <gunscript>(); if (Input.GetKeyDown(inventory)) { isshow = !isshow; Iicon = !Iicon; showinventory(); } if (Input.GetKeyDown(menu)) { menushow = !menushow; showmenu(); } // INVENTORY HOTKEYS if (Input.GetKeyDown(slot1)) { if (itemlist[0] != "") { Debug.Log("SLOT1"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 0) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } else if (Input.GetKeyDown(slot2)) { if (itemlist[1] != "") { Debug.Log("SLOT2"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 1) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } else if (Input.GetKeyDown(slot3)) { if (itemlist[2] != "") { Debug.Log("SLOT3"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 2) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } else if (Input.GetKeyDown(slot4)) { if (itemlist[3] != "") { Debug.Log("SLOT4"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 3) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } else if (Input.GetKeyDown(slot5)) { if (itemlist[4] != "") { Debug.Log("SLOT5"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 4) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } else if (Input.GetKeyDown(slot6)) { if (itemlist[5] != "") { Debug.Log("SLOT6"); for (int i = 0; i < selectedslot.Length; i++) { if (i == 5) { selectedslot[i] = 1; imagelist[i].GetComponent <Image>().color = c; hotkeytxt[i].GetComponent <Text>().color = c; } else { selectedslot[i] = 0; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; } } } } // ITEM USE BUTTON if (Input.GetKeyDown(usebutton)) { for (int i = 0; i < selectedslot.Length; i++) { if (selectedslot[i] == 1) { if (itemlist[i] == "Energy") { if (weapon != "") { if (gun.ammo <= 50) { energy = 100; gun.Energy(energy); itemlist[i] = ""; imagelist[i].GetComponent <Image>().sprite = null; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; selectedslot[i] = 0; } else if (gun.ammo >= 51) { acpanel.SetActive(true); action.text = "You still have 60% of weapon energy"; StartCoroutine(LateCall()); } } else { acpanel.SetActive(true); action.text = "No Weapon"; StartCoroutine(LateCall()); } } else if (itemlist[i] == "Weapon") { Playermove pla = player.GetComponent <Playermove>(); pla.arm(true); weapon1.SetActive(true); //gun.firee.SetBool("hold", true); weapon = itemlist[i]; itemlist[i] = ""; imagelist[i].GetComponent <Image>().sprite = null; imagelist[i].GetComponent <Image>().color = w; hotkeytxt[i].GetComponent <Text>().color = t; selectedslot[i] = 0; weaponslot.GetComponent <Image>().sprite = spritelist[1]; } //gun.firee.SetBool("hold", false); } } } } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Playermove>(); }
// Use this for initialization void Start() { player = gameObject.GetComponentInParent <Playermove>(); }
// Start is called before the first frame update void Start() { posOffset = transform.position; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Playermove>(); }