void Awake() { myRigidbody = GetComponent <Rigidbody2D>(); animatorController = GetComponent <Animator>(); lifeController = GetComponent <LifeController>(); currentMana = maxMana; canAttack = true; lifeController.OnTakeDamage += OnTakeDamageListener; }
// Use this for initialization void Awake() { lc = GetComponentInParent<LifeController> (); slider = GetComponent<Slider> (); slider.maxValue = lc.lives; slider.value = lc.lives; slider.minValue = 0; }
// Start is called before the first frame update void Start() { ballRb = GetComponent <Rigidbody2D>(); lifeCounterObject = GameObject.FindGameObjectWithTag("LifeCounter"); if (lifeCounterObject != null) { lifeScript = lifeCounterObject.GetComponent <LifeController>(); } }
// Use this for initialization void Awake() { lc = GetComponentInParent <LifeController> (); slider = GetComponent <Slider> (); slider.maxValue = lc.lives; slider.value = lc.lives; slider.minValue = 0; }
public void RestartLevel() { dialogueController = GameObject.FindGameObjectWithTag("Controllers").GetComponent <DCLevel>(); if (!dialogueController.Displaying()) { lifeController = GameObject.FindGameObjectWithTag("Controllers").GetComponent <LifeController>(); HideMenu(); lifeController.RestartLevel(); } }
protected virtual void Start() { dead = false; lifeController = GetComponent <LifeController>(); characterOrientation = Vector2.down; movementDirection = Vector2.down; rbody = GetComponent <Rigidbody2D> (); anim = GetComponent <Animator> (); rbody.velocity = Vector3.zero; }
void Start() { lifeController = GetComponent <LifeController>(); lifeController.OnChangeCurrentLife.AddListener(OnCurrentLifeListener); UpdateLifeBar(); if (lifeController.GetCurrentLifePercentage() == 0) { lifeBar.fillAmount = lifeController.GetMaxLife(); } }
private void OnTriggerEnter2D(Collider2D collision) { LifeController life = collision.GetComponent <LifeController>(); //Si el item tiene un life controller.... (ya la matrix de fisica va decidir si detecta la collision) if (life != null) //si no tiene un life controller el item con el que collisiono, va a ser null. { life.TakeDamage(damage); Destroy(gameObject); } }
public void KeepOnlyOneInstance() { if (Instance != null) { Destroy(gameObject); } else { Instance = this; } }
private void Start() { anim = GetComponent<Animator>(); lifeController = new LifeController(maxLife); lifeController.OnGetDamage += OnGetDamageHandler; lifeController.OnGetHeal += OnGetHealHandler; lifeController.OnDead += OnDeadHandler; sprRend = GetComponent<SpriteRenderer>(); playerShootingController = GetComponent<PlayerShootingController>(); Gamemanager.instance.UI.UpdateHealth(lifeController.CurrentLife); }
private void OnCollisionEnter2D(Collision2D other) { Instantiate(destroyEffect, transform.position, Quaternion.identity); Destroy(gameObject); if (other.gameObject.tag == "Player") { LifeController lives = other.gameObject.GetComponent <LifeController>(); lives.lives--; FMODUnity.RuntimeManager.PlayOneShot("Event:/SFX/Hit"); } }
void OnCollisionEnter(Collision collision) { for (int i = 0; i < collisionDetect_IgnoreLayers.Length; i++) { string layerName = collisionDetect_IgnoreLayers[i]; int layer = LayerMask.NameToLayer(layerName); if (collision.transform.gameObject.layer == layer) { return; } } for (int i = 0; i < collisionDetect_IgnoreTags.Length; i++) { string tagName = collisionDetect_IgnoreTags[i]; if (collision.transform.gameObject.CompareTag(tagName)) { return; } } ContactPoint contectPoint = collision.contacts[0]; for (int i = 0; i < hitExplosionDataArray.Length; i++) { int detectLayer = hitExplosionDataArray[i].effectItem.gameObject.layer; if (collision.transform.root.gameObject.layer == detectLayer) { m_MissileExplosionPoolDictionary[detectLayer].SpawnGameObjectPoolItem(contectPoint.point + contectPoint.normal * 0.05f, Quaternion.LookRotation(contectPoint.normal)); break; } } GameObject hitRootGameObject = collision.transform.root.gameObject; LifeController lifeController = hitRootGameObject.GetComponent <LifeController>(); if (lifeController != null) { lifeController.TakeDamage(damageTargetValue); } m_TrailHandler.Detach(); m_TrailHandler = null; Recycle(); }
// Use this for initialization void Start() { lifeController = GameObject.Find("LifeController"); life = lifeController.GetComponent <LifeController>(); life.initialPosition = transform.position; life.currentPosition = transform.position; fadeLevel = GameObject.Find("FadeLevel"); levelScript = fadeLevel.GetComponent <LevelChanger>(); Cursor.visible = false; }
// Use this for initialization void Start() { if (!Instance) { Instance = this; } else { Destroy(gameObject); } Init(); }
// Use this for initialization void Start() { alive = Instantiate(enemy, alivePos.position, alivePos.rotation); dead = Instantiate(enemy, deadPos.position, deadPos.rotation); aliveBody = Instantiate(aliveBodyObject, alivePos.position, alivePos.rotation); deadBody = Instantiate(deadBodyObject, deadPos.position, deadPos.rotation); aliveLC = alive.GetComponent <LifeController>(); deadLC = dead.GetComponent <LifeController>(); aliveLC.SetDC(this); deadLC.SetDC(this); }
public void GoToStart() { GameCicle.Pause = false; CreateBlocks(LevelConfiguration); ScoreController.GoToStart(); LifeController.GoToStart(); Player.GoToStart(); Player.ResetWidth(); _currentPlayerPosition = LevelConfiguration.PlayerStartPosition.x; BallController.GoToStart(Vector2.one * BallEnergy); RemainingTime = TimeSpan.FromSeconds(LevelConfiguration.StartTime); BonusManager.Release(); }
public void selectCell(LifeController lc) { selected = lc; if (lc != null) { nCamera.enabled = true; } else { nCamera.enabled = false; setDescriptiveText("Nothing Selected."); } }
private void Awake() { achievementCount = 0; isCharacterCreate = false; createCount = 0; isGameSet = false; lifeController = GetComponent <LifeController>(); createTime = Constant.GameMain.NextDelayTime; gameObject.GetComponent <ObjectActiveController>().OnGaugeActive(); sceneChangeCount = 0; isSuccess = false; isFailure = false; }
private IEnumerator PerformAttack(LifeController target) { if (AttackSound) { AudioSource.PlayClipAtPoint(AttackSound, Camera.main.transform.position, 0.4f); } IsAttacking = true; target.ReceiveDamage(); yield return(new WaitForSeconds(AttackDuration)); IsAttacking = false; }
void Start() { colorController = gameObject.GetComponent <ColorController>(); if (colorController.GetColor() == 1) { this.GetComponent <SpriteRenderer>().color = new Color(0.5f, 0.5f, 1f, 1f); } else { this.GetComponent <SpriteRenderer>().color = new Color(1f, 0.4f, 0.4f, 1f); } lifeController = gameObject.GetComponent <LifeController>(); }
private void Start() { LifeController = new LifeController(maxLife); anim = GetComponent <Animator>(); AIController = GetComponent <AIController>(); LifeController.OnGetDamage += OnGetDamageHandler; LifeController.OnDead += OnDeadHandler; checkNearPlayer.enabled = true; audioSrc = GetComponent <AudioSource>(); rb = GetComponent <Rigidbody2D>(); sprRend = GetComponent <SpriteRenderer>(); timerToDie = dieSound.length; NewTimerToGrunt(); }
// Use this for initialization private void Start() { rigidbody = GetComponent <Rigidbody>(); if (rigidbody != null) { rigidbody.AddForce(Vector3.down * 5F, ForceMode.Impulse); } paddle = GameObject.Find("Paddle").GetComponent <Transform>(); vida = GetComponent <LifeController>(); Reiniciar(); latPos = transform.position; }
private void PhysicsLineDetect() { RaycastHit hitInfo; Vector3 currentDetectPoint = detectPoint.position; #if UNITY_EDITOR // helper to visualise the ground check ray in the scene view Debug.DrawLine(m_LastDetectPointPos, currentDetectPoint, Color.red); #endif if (Physics.Linecast(m_LastDetectPointPos, currentDetectPoint, out hitInfo) == true) { for (int i = 0; i < collisionDetect_IgnoreLayers.Length; i++) { string layerName = collisionDetect_IgnoreLayers[i]; int layer = LayerMask.NameToLayer(layerName); if (hitInfo.transform.gameObject.layer == layer) { return; } } for (int i = 0; i < collisionDetect_IgnoreTags.Length; i++) { string tagName = collisionDetect_IgnoreTags[i]; if (hitInfo.transform.gameObject.CompareTag(tagName)) { return; } } m_LaserImpactPool.SpawnGameObjectPoolItem(hitInfo.point, Quaternion.LookRotation(hitInfo.normal)); GameObject hitRootGameObject = hitInfo.transform.root.gameObject; LifeController lifeController = hitRootGameObject.GetComponent <LifeController>(); if (lifeController != null) { lifeController.TakeDamage(damageTargetValue); } Recycle(); } }
// Use this for initialization void Start() { // text = GetComponent<Text>(); //(replaced with slider) healthBar = GetComponent <Slider>(); // Set Health to saved health value. playerHealth = PlayerPrefs.GetInt("CurrentPlayerHealth"); // Get LevelManger timeController = FindObjectOfType <TimeController>(); levelManager = FindObjectOfType <LevelManager>(); lifeController = FindObjectOfType <LifeController>(); isAlive = true; }
void Start() { lifeController = player.GetComponent <LifeController>(); lifeController.OnChangeCurrentLife.AddListener(OnCurrentLifeListener); lifeController.OnRespawnLife.AddListener(OnRespawnLifeListener); playerCurrentHearts = lifeController.GetMaxLife(); //Como es un solo nivel, siempre traemos el maximo de vida for (int i = 0; i < playerCurrentHearts; i++) //Y con esto inicializamos la vida { GameObject newHeart = Instantiate(heart); newHeart.transform.parent = gameObject.transform; hearts.Add(newHeart); currentHearts++; } }
private void Awake() { if (players.Count == 0) { var pps = GameObject.FindGameObjectsWithTag("Player"); players.AddRange(pps); } //GameStatus.enemyAliveCount++; lifeController = new LifeController(); //lifeController.OnDeadCallBack += GameManager.instance.EnemyDie; lifeController.OnDeadCallBack += Die; startRotation = transform.eulerAngles; weapon = new EnemyWeapon(shootPoint, Constants.layerEnemy); StartCoroutine(RandomTarget()); }
void OnTriggerEnter(Collider col) { Multitag multiTagObject = col.gameObject.GetComponent <Multitag>(); if (multiTagObject != null && !collisionObjects.Contains(col.gameObject)) { collisionObjects.Add(col.gameObject); bool isTagCollieder = col.gameObject.GetComponent <Multitag>().containsTagInList(SwordSc.tagsTrigger); if (isTagCollieder && col.gameObject.GetComponentInChildren <LifeController>() != null) { LifeController targetLifeC = col.gameObject.GetComponentInChildren <LifeController>(); targetLifeC.TakeDamage(SwordSc.attack); } } }
// Update is called once per frame void Update() { if (!IsAttacking && lifeController.IsAlive) { Collider2D enemy = Physics2D.OverlapCircle(transform.position, AttackRange, TargetLayer); if (enemy) { LifeController lifeController = enemy.gameObject.GetComponent <LifeController>(); if (lifeController && lifeController.IsAlive) { StartCoroutine(PerformAttack(lifeController)); } } } }
// Start is called before the first frame update void Start() { audioSource = gameObject.AddComponent <AudioSource>(); anim = GetComponent <Animator>(); movef = false; scale = transform.localScale; sposition = transform.position; LifeUI = GameObject.Find("UIManager"); uimanager = LifeUI.GetComponent <LifeController>(); evomode = false; nextTime = Time.time; }
void Start() { currentLevel = 0; finalLevel = false; menu = GameObject.FindGameObjectWithTag("Menu"); clips = anims[0].runtimeAnimatorController.animationClips; lifecontrol = GetComponent <LifeController>(); for (int j = 0; j < clips.Length; j++) { if (clips[j].name == "Level Disappear 01") { time = clips[j].length; } } MainMenu.GetComponent <Animator>().Play("Fade In"); Camera.main.GetComponent <Animator>().Play("MusicFadeIn"); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") //Si el item que collisiona tiene un tag de player... { LifeController life = collision.GetComponent <LifeController>(); if (canHeal && life.CanHeal()) { canHeal = false; //Solo deberia curar una vez. sprite.enabled = false; //Desactivame el animator y el sprite renderer. Además toca el sonido. healLight.SetActive(false); healSound.Play(); life.TakeHeal(heal); //Cura al jugador, cambia la variable de destruiye y setear el timer. canDestroy = true; timer += Time.time; } } }
// Use this for initialization private void Awake() { life = GetComponent<LifeController>(); audioSource = GetComponent<AudioSource>(); anim = GetComponent<Animator>(); }
// Use this for initialization void Awake() { rb = GetComponent<Rigidbody2D>(); lc = GetComponent<LifeController>(); anim = GetComponent<Animator>(); }
void Awake() { _instance = this; }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); rb = GetComponent<Rigidbody2D>(); lifeC = GetComponent<LifeController>(); audioSource = GetComponent<AudioSource>(); maxSpeed = speed; }