void Start()
    {
        // Obtains the components from the Controller2D script.
        playerControl = GetComponentInParent <Controller2D>();
        // Obtains the components from the BlasterManager script.
        blasterManager = FindObjectOfType <BlasterManager>();
        // Obtains the components from the PrefabBlasterManager script.
        prefabBlasterManager = GetComponent <PrefabBlasterManager>();
        // Obtains the components from the BlasterCalculations script.
        blasterCalculations = GetComponent <BlasterCalculations>();

        // If all 4 locks (power, magnetic, thermal and diffusion) are false, make powerModeIsOn true by default.
        if (powerModeIsOn == false && magneticModeIsOn == false && thermalModeIsOn == false && diffusionModeIsOn == false)
        {
            // powerModeIsOn will become true when everything else is (or becomes) false.
            powerModeIsOn = true;
        }

        // If all 4 checks (standard, charging, charged, and second charged) are false, make isThisAStandardShot true by default.
        if (isThisAStandardShot == false && isThisAChargingShot == false && isThisAChargedShot == false && isThisASecondChargedShot == false)
        {
            // isThisAStandardShot will become true when everything else is (or becomes) false.
            isThisAStandardShot = true;
        }
    }
Beispiel #2
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    void Start()
    {
        // Obtains the components from the PrefabBlasterManager script.
        prefabBlasterManager = GetComponent<PrefabBlasterManager>();
        // Obtains the components from the BlasterCalculations script.
        blasterCalculations = GetComponent<BlasterCalculations>();

        // Obtains the components and scripts from the Arm GameObject on the Player.
        GameObject armBlasterContainer = GameObject.Find("Arm");

        // Has access to all of the public variables located within PrefabBlasterManager.
        prefabBlasterManager = armBlasterContainer.GetComponent<PrefabBlasterManager>();
        // Passes the impactEffect GameObject from the PrefabBlasterManager to the shotImpactEffect here.
        shotImpactEffect = prefabBlasterManager.impactEffect;

        // Has access to all of the public variables located within BlasterCalculations.
        blasterCalculations = armBlasterContainer.GetComponent<BlasterCalculations>();
        // Passes the numeric damage amount from BlasterCalculations to the shotBlasterDamage here.
        shotBlasterDamage = blasterCalculations.blasterDamage;
        Debug.Log(blasterCalculations.blasterDamage);
    }
    PrefabBlasterManager prefabBlasterManager;                            // References the PrefabBlasterManager configurations.

    void Start()
    {
        // Obtains the components from the PrefabBlasterManager script.
        prefabBlasterManager = GetComponent <PrefabBlasterManager>();
        // Obtains the components from the BlasterCalculations script.
        blasterCalculations = GetComponent <BlasterCalculations>();

        // Obtains the components and scripts from the Arm GameObject on the Player.
        GameObject armBlasterContainer = GameObject.Find("Arm");

        // Has access to all of the public variables located within PrefabBlasterManager.
        prefabBlasterManager = armBlasterContainer.GetComponent <PrefabBlasterManager>();
        // Passes the impactEffect GameObject from the PrefabBlasterManager to the shotImpactEffect here.
        shotImpactEffect = prefabBlasterManager.impactEffect;

        // Has access to all of the public variables located within BlasterCalculations.
        blasterCalculations = armBlasterContainer.GetComponent <BlasterCalculations>();
        // Passes the numeric damage amount from BlasterCalculations to the shotBlasterDamage here.
        shotBlasterDamage = blasterCalculations.blasterDamage;
        Debug.Log(blasterCalculations.blasterDamage);
    }
Beispiel #4
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    void Start()
    {
        // Obtains the components from the Controller2D script.
        playerControl = GetComponentInParent<Controller2D>();
        // Obtains the components from the BlasterManager script.
        blasterManager = FindObjectOfType<BlasterManager>();
        // Obtains the components from the PrefabBlasterManager script.
        prefabBlasterManager = GetComponent<PrefabBlasterManager>();
        // Obtains the components from the BlasterCalculations script.
        blasterCalculations = GetComponent<BlasterCalculations>();

        // If all 4 locks (power, magnetic, thermal and diffusion) are false, make powerModeIsOn true by default.
        if (powerModeIsOn == false && magneticModeIsOn == false && thermalModeIsOn == false && diffusionModeIsOn == false) {
            // powerModeIsOn will become true when everything else is (or becomes) false.
            powerModeIsOn = true;
        }

        // If all 4 checks (standard, charging, charged, and second charged) are false, make isThisAStandardShot true by default.
        if (isThisAStandardShot == false && isThisAChargingShot == false && isThisAChargedShot == false && isThisASecondChargedShot == false) {
            // isThisAStandardShot will become true when everything else is (or becomes) false.
            isThisAStandardShot = true;
        }
    }