Inheritance: MonoBehaviour
Ejemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        if (!isLocalPlayer)
        {
            DisableComponents();
            AssignLayerRecursively(GetComponentInChildren <EndTurnButton>().gameObject, LayerMask.NameToLayer(remotePlayerLayerName));
            DisableCoinsInteractability();
            HideCoinsSymbols();
            EnemyHealthUI enemyHealthUI = GetComponentInChildren <EnemyHealthUI>();
            enemyHealthUI.SetupUI();
            GetComponent <PlayerStats>().onDamageTaken += enemyHealthUI.healthDisplay.TakeDamage;
        }
        else
        {
            GetComponentInChildren <Camera>().enabled = false;

            playerUIInstance = Instantiate(UIPrefab);

            PlayerUI playerUI = playerUIInstance.GetComponent <PlayerUI>();

            GetComponent <PlayerStats>().onDamageTaken += playerUI.playerHealthDisplay.TakeDamage;

            if (playerGFX != null)
            {
                AssignLayerRecursively(playerGFX, LayerMask.NameToLayer(dontDrawLayerName));
            }
            foreach (Coin coin in GetComponent <Player>().coins)
            {
                AssignLayerRecursively(coin.gameObject, LayerMask.NameToLayer(interactableLayerName));
            }
            AssignCoinsSymbols();
        }
    }
Ejemplo n.º 2
0
 void Awake()
 {
     instance = this;
 }
Ejemplo n.º 3
0
 void Start()
 {
     damageText   = Camera.main.GetComponent <DamageTextEffect> ();
     mission      = Camera.main.GetComponent <MissionController> ();
     healthSlider = GetComponent <EnemyHealthUI> ();
 }