Ejemplo n.º 1
0
    private void Start()
    {
        //expensive method, use with caution
        PlayerCharacter player = FindObjectOfType <PlayerCharacter>();

        if (player)
        {
            m_PlayerTarget      = player.gameObject;
            m_PlayerStressLevel = player.GetComponent <StressLevel>();
        }
        m_Health = GetComponent <Health>();
        m_Timer  = m_FireTimer;
    }
Ejemplo n.º 2
0
    void Start()
    {
        //find an object of type player
        PlayerCharacter player = FindObjectOfType <PlayerCharacter>();

        //find an object of type level
        m_LevelLogic = FindObjectOfType <LevelLogic>();
        //find the director
        m_Director = FindObjectOfType <Director>();
        //if player exist acces its health and shootingbehaviour script and store it
        if (player)
        {
            m_PlayerHealth            = player.GetComponent <Health>();
            m_StressLevel             = player.GetComponent <StressLevel>();
            m_PlayerShootingBehaviour = player.GetComponent <ShootingBehaviour>();
        }
    }
Ejemplo n.º 3
0
    private void Awake()
    {
        //searches for the LevelLogic in our level and stores it
        m_Level = FindObjectOfType <LevelLogic>();

        m_StressLevel      = FindObjectOfType <StressLevel>();
        m_MaxStressBuildUp = m_StressLevel.CurrentStress;

        m_SpawnPoints.Add(m_PickUpSpawn1);
        m_SpawnPoints.Add(m_PickUpSpawn2);
        m_SpawnPoints.Add(m_PickUpSpawn3);
        m_SpawnPoints.Add(m_PickUpSpawn4);
        m_SpawnPoints.Add(m_PickUpSpawn5);
        m_SpawnPoints.Add(m_PickUpSpawn6);

        foreach (PickUpSpawner spawnPoint in m_SpawnPoints)
        {
            spawnPoint.SpawnPickUp();
        }
    }
Ejemplo n.º 4
0
 protected override void Awake()
 {
     base.Awake();
     m_CursorMovementPlane = new Plane(Vector3.up, transform.position);
     m_StressLevel         = FindObjectOfType <StressLevel>();
 }