public void validatePlayerHealth() { m_Player playerModel = GameObject.FindGameObjectWithTag("Player").GetComponent <m_Player>(); Assert.IsTrue(playerModel.MaxHealth > 0); Assert.IsTrue(playerModel.DamagePerShot >= 0); Assert.IsTrue(playerModel.armorValue >= 0); Assert.IsTrue(playerModel.attackSpeed > 0 && playerModel.attackSpeed < 60); Assert.IsTrue(playerModel.shootingRange > 10 && playerModel.shootingRange < 200); }
void Awake() { playerModel = GetComponent <m_Player>(); speed = playerModel.MovementSpeed; floorMask = LayerMask.GetMask("Floor"); anim = GetComponent <Animator>(); playerRigidbody = GetComponent <Rigidbody>(); }
void Awake() { playerModel = GetComponentInParent <m_Player>(); range = playerModel.shootingRange; damageType = playerModel.damageType; damagePerShot = playerModel.DamagePerShot; timeBetweenBullets = playerModel.attackSpeed; shootableMask = LayerMask.GetMask("Shootable"); gunParticles = GetComponent <ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent <AudioSource> (); gunLight = GetComponent <Light> (); }
void Awake() { playerModel = GetComponent <m_Player>(); startingHealth = playerModel.MaxHealth; armor = playerModel.armorType; armorValue = playerModel.armorValue; //tempDMGTimer = Time.realtimeSinceStartup; anim = GetComponent <Animator> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <PlayerMovement> (); playerShooting = GetComponentInChildren <PlayerShooting> (); currentHealth = startingHealth; UILog = GameObject.FindGameObjectWithTag("Canvas").GetComponentInChildren <Text>(true); attackListener = new UnityAction(UnitAttacked); damageListener = new UnityAction(UnitDamage); //Fetch data from Game System Game.current.LoadPlayerData(); }