Ejemplo n.º 1
0
 private void Start()
 {
     K_SpriteRenderer = gameObject.GetComponent <SpriteRenderer>();
     K_DialogueTimer  = 2.0f;
     if (K_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
     {
     }
     else
     {
         Debug.Log("Key Cannot find VGUI");
     }
 }
Ejemplo n.º 2
0
 private void Start()
 {
     T_SpriteRenderer = gameObject.GetComponent <SpriteRenderer>();
     if (T_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
     {
     }
     else
     {
         Debug.Log("Teleporter cannot find VGUI");
     }
     T_VGUITimer      = 2.0f;
     T_StartVGUITimer = false;
 }
Ejemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        //Find Objects
        if (PA_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
        {
            //Do nothing
        }
        else
        {
            Debug.Log("VGUI not found, PLayer Attack");
        }

        if (PA_FindObject = GameObject.Find("Inventory"))
        {
            PA_Inventory = PA_FindObject.GetComponent <Inventory>();
        }
        else
        {
            Debug.Log("Player Attack could not find Inventory");
        }

        //Animation
        PA_Animator         = gameObject.GetComponent <Animator>();
        PA_AttackLeft       = false;
        PA_AttackRight      = false;
        PA_AttackUp         = false;
        PA_AttackDown       = false;
        PA_HasAttackedSword = false;

        //States
        PA_CurrentState    = PA_States.Idle;
        PA_NewState        = PA_States.Idle;
        PA_ChangeStates    = false;
        PA_StateTimer      = 0.1f;
        PA_ResetStateTimer = 0.2f;


        //Attack direction
        PA_PlayerController = gameObject.GetComponent <PlayerController>();
        PA_AttackDirection  = PA_PlayerController.P_PlayerDirection;
        PA_FreezeTimer      = 0.1f;
        PA_Frozen           = false;


        //Inflict Damage
        PA_SwordAttackDamage  = 5;
        PA_AttackBoxSize      = new Vector2(1.13f, 0.85f);
        PA_InflictDamage      = false;
        PA_InflictDamageTimer = 0.3f;
        PA_HasInflictedDamage = false;
    }
Ejemplo n.º 4
0
    private void Start()
    {
        if (N_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
        {
            //Do nothing
        }
        else
        {
            Debug.Log("NPC Could not find VGUI");
        }

        N_DialogueCounter = 1;
        N_SpriteRenderer  = gameObject.GetComponent <SpriteRenderer>();
        N_Collider        = gameObject.GetComponent <Collider2D>();
        N_ShowDialogue    = false;
    }
    void Start()
    {
        if (FB_SceneName == "Spring" && FB_Spring)
        {
            Destroy(gameObject);
        }
        else if (FB_SceneName == "Autumn" && FB_Autumn)
        {
            Destroy(gameObject);
        }
        else if (FB_SceneName == "Summer" && FB_Summer)
        {
            Destroy(gameObject);
        }
        else if (FB_SceneName == "Winter" && FB_Winter)
        {
            Destroy(gameObject);
        }

        FB_InterimScreen   = false;
        FB_FadeOutAnimator = FB_FadeOut.GetComponent <Animator>();

        FB_SpriteRenderer = gameObject.GetComponent <SpriteRenderer>();
        if (FB_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
        {
        }
        else
        {
            Debug.Log("Teleporter cannot find VGUI");
        }
        FB_VGUITimer      = 2.0f;
        FB_StartVGUITimer = false;

        if (FB_playerRB = GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>())
        {
        }
        else
        {
            Debug.Log("Fade could not find playerRB");
        }

        FB_playerRB.simulated = false;
        FB_FadeOutAnimator.SetBool("FadeOut", false);
    }
    // Use this for initialization
    void Start()
    {
        Cursor.visible     = false;
        P_lastPos          = transform.position;
        P_IsSliding        = true;
        P_SlideDir         = Vector2.zero;
        P_RigidBody        = gameObject.GetComponent <Rigidbody2D>();
        P_Animator         = gameObject.GetComponent <Animator>();
        P_CanInteract      = false;
        P_StartingPosition = gameObject.transform.position;
        P_AudioM           = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManager>();


        if (P_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
        {
            //Do nothing
        }
        else
        {
            Debug.Log("Could not find VGUI");
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     CM_PlayerControl = true;
     CM_VGUI          = GameObject.Find("VGUI").GetComponent <VGUI>();
 }
Ejemplo n.º 8
0
    //On start, create the database
    private void Start()
    {
        if (IN_VGUI = GameObject.Find("VGUI").GetComponent <VGUI>())
        {
            //Do nothing
        }
        else
        {
            Debug.Log("VGUI not found");
        }


        //Create a dummy object
        //Attach a script to it
        //Item = this script
        //Insert this object into the dictionary
        //Destroy this item.
        //The reason we need to do this is because MonoBehaviour does not like constructors so we cannot simply do Item = new InventoryItem...etc


        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        //InventoryItem(ItemName, IsMainWeapon, IsItem)

        //Main Weapons

        Item.InventoryItemInit("Sword", true, false, 1);
        IN_SetPreset("Sword", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("Axe", true, false, 2);
        IN_SetPreset("Axe", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("Spear", true, false, 3);
        IN_SetPreset("Spear", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        //Secondary Weapons

        Item.InventoryItemInit("DaggerPoison", false, false, 1);
        IN_SetPreset("DaggerPoison", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("DaggerBleeding", false, false, 2);
        IN_SetPreset("DaggerBleeding", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("Lightning", false, false, 3);
        IN_SetPreset("Lightning", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("Fire", false, false, 4);
        IN_SetPreset("Fire", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("Ice", false, false, 5);
        IN_SetPreset("Ice", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();


        Item.InventoryItemInit("GravityBall", false, false, 6);
        IN_SetPreset("GravityBall", Item);

        Destroy(DummyObject);

        DummyObject = new GameObject();
        DummyObject.AddComponent <InventoryItem>();
        Item = DummyObject.GetComponent <InventoryItem>();



        //Items

        Item.InventoryItemInit("Key", false, true, 1);
        IN_SetPreset("Key", Item);

        Destroy(DummyObject);
    }