Ejemplo n.º 1
0
	void  Start () {
		maStoreCam = GameObject.FindGameObjectWithTag ("MainCameraStore");
		Destroy (maStoreCam);
		stScript = FindObjectOfType (typeof(StoreStuff)) as StoreStuff;
		money = 5;
		//money = System.Int32.Parse (stScript.moneyText.text);
		//Debug.Log ("Money is " + money);
		controller = GetComponent<PlayerController> ();
		gunController = GetComponent<GunController> ();
		
		moneyText = GameObject.FindGameObjectWithTag ("money");
		mText = moneyText.GetComponent<Text> ();
		viewCamera = Camera.main;
		//swordButton = GameObject.Find ("swordButton");
		startRot = transform.eulerAngles;
		sword = GameObject.FindGameObjectWithTag ("sword");
		bow = GameObject.FindGameObjectWithTag ("bow");
		
		sword.transform.localEulerAngles = new Vector3(0,90,50);
		sword.transform.position =  GameObject.FindGameObjectWithTag("hold").transform.position;
		sword.transform.SetParent(this.transform);
		
		playerHealth = 3.0;
		
		
		hltScript = FindObjectOfType (typeof(Health2)) as Health2;


		incHealthScript = FindObjectOfType (typeof(IncreaseHealth)) as IncreaseHealth;
		Debug.Log ("tempHealth" + incHealthScript.temp);
		playerHealth = incHealthScript.temp;
		hltScript.takeHeart();
		
	}
Ejemplo n.º 2
0
 private void SetHealthIcons()
 {
     if (health == 3)
     {
         Health3.SetActive(true);
         Health2.SetActive(true);
         Health1.SetActive(true);
     }
     if (health == 2)
     {
         Health3.SetActive(false);
         Health2.SetActive(true);
         Health1.SetActive(true);
     }
     if (health == 1)
     {
         Health3.SetActive(false);
         Health2.SetActive(false);
         Health1.SetActive(true);
     }
     if (health == 0)
     {
         Health3.SetActive(false);
         Health2.SetActive(false);
         Health1.SetActive(false);
     }
 }
Ejemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     anim = this.transform.GetComponent<Animator>();
     myHealth2 = GetComponent<Health2>();
     state = PlayerState.ALIVE;
     //potentially force a forever clamp on your animation if setting it in inspector is not working for you
     //animation["MOB1_M1_Stand_Relaxed_Death_B"].wrapMode = WrapMode.ClampForever;
 }
Ejemplo n.º 4
0
    public void Shoot()
    {
        RaycastHit hit;

        if (Physics.Raycast(puntoOrigen.position, puntoOrigen.forward, out hit, lenght))
        {
            Health2 health = hit.transform.GetComponent <Health2>();
            if (health != null)
            {
                health.TakeDamage(damage);
                hit.rigidbody.AddForce((hit.transform.position - puntoOrigen.position).normalized * fuerza);
            }
        }
    }
Ejemplo n.º 5
0
 void Awake()
 {
     myHealth2 = GetComponent<Health2>();
 }
Ejemplo n.º 6
0
 // Use this for initialization
 void Start()
 {
     myHealth2 = GetComponent<Health2>();
     drowndamage = Random.Range (5, 20);
 }
Ejemplo n.º 7
0
 // Use this for initialization
 void Start()
 {
     animator = GetComponent <Animator>();
     _Health_ = GameObject.FindObjectOfType <Health2>();
 }
Ejemplo n.º 8
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    /* Health2 is the class that dictates the logic behind the health bar functioning.  It is a singleton pattern ans thus was made into its own class.
     * The TopLayerImage is the image of the top layer of the health bar.  The portion of the health bar that is filled and unfilled according to the
     * change in the players health.
     * The data type Image is a standard Unity type.
     * */

    private void Awake()
    {
        TopLayerImage = transform.Find("TopLayer").GetComponent <Image>();
        health        = new Health2();
    }
Ejemplo n.º 9
0
 // Use this for initialization
 void Start()
 {
     myHealth = player2.GetComponent<Health2>();
     burndamage = Random.Range (5, 20);
 }