public void setFields(HeartManager hm, Timer timer, ScoreScreen scoreScreen) { heartManager = hm; timer._abstractGameMode = this; this.timer = timer; this.scoreScreen = scoreScreen; }
void Start() { heroRigidBody = GetComponent <Rigidbody2D>(); damageAnim = GetComponent <Animator>(); allColliders = GetComponents <Collider2D>(); hearts = GetComponent <HeartManager>(); }
void Awake() { if (_instance == null) { _instance = this; } }
/// <summary> /// 客户端发送心跳包 /// </summary> private void ClientSendHeart() { HeartManager proto = new HeartManager(); proto.cli_time = TimeHelp.ConvertDateTimeToInt(DateTime.Now); // m_SocketClient.Send(proto.encode(), OP_SYS_HEART_GET.CODE); }
// Start is called before the first frame update void Start() { starManager = GameObject.Find("StarManager").GetComponent <StarsManager>(); heartManager = GameObject.Find("HeartManager").GetComponent <HeartManager>(); characterController = this.GetComponent <CharacterController>(); animation = this.GetComponent <Animation>(); }
// Use this for initialization void Start() { HeartManager = FindObjectOfType <HeartManager>(); capcol = gameObject.GetComponent <CapsuleCollider2D> (); boxcol = gameObject.GetComponent <BoxCollider2D> (); boxcol.enabled = true; capcol.enabled = false; }
void OnEnable() { heartManager = FindObjectOfType <HeartManager>(); gameData = FindObjectOfType <GameData>(); LoadData(); SetText(); LevelSetText(); }
private void Start() { _gameMode3X3 = new GameMode3x3(); heartManager = GetComponent <HeartManager>(); timer = Instantiate(timer); scoreScreen = Instantiate(scoreScreen); _gameMode3X3.setFields(heartManager, timer, scoreScreen); _gameMode3X3.startGame(); }
public void Buy1Heart() { HeartManager heartManager = FindObjectOfType <HeartManager>(); if (MoneyManager.Money >= 150 && heartManager.currentAmountOfHearts < heartManager.maxHeartsAllowed) { MoneyManager.GoldCount(-150); heartManager.LivesCount(1); } }
CapsuleCollider2D capcol; //충돌감지 // Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); HeartManager = FindObjectOfType <HeartManager>(); circol = gameObject.GetComponent <CircleCollider2D> (); capcol = gameObject.GetComponent <CapsuleCollider2D> (); circol.enabled = true; capcol.enabled = false; }
private void Awake() { if (instance != null) { Destroy(this); } else { instance = this; } }
void Awake() { playerMovement = GetComponent <PlayerMovement> (); currentHealth = startingHealth; damageListener = new UnityAction(DoDamage); resurrectionListener = new UnityAction(Resurrection); heartManager = FindObjectOfType <HeartManager> ().GetComponent <HeartManager> (); }
void Start() { rbody = GetComponentInChildren <Rigidbody2D>(); currentHealth = maxHealth; anim = GetComponent <Animator>(); moveSound = GetComponent <AudioSource> (); moveSound.clip = footsteps[0]; heartManager = FindObjectOfType <HeartManager> ().GetComponent <HeartManager> (); enemyCreator = GameObject.Find("EnemyManager").GetComponent <EnemyCreator>(); //new }
private void Start() { spawnPointHolder = GameObject.FindGameObjectWithTag("SpawnPointHolder"); GetSpawnPoints(); //Changed this from GetComponent<Animator>(); //Anim = transform.Find("Legs").GetComponent<Animator>(); Anim = legs.gameObject.GetComponent <Animator>(); numOfBodyAngles = 10; //Set the initial angle for the player to be facing right GameManagement.currentHeadBodyAngle = 0; GameManagement.previousHeadBodyAngle = 0; SetBodyAngleActive(); //Ensure the correct angled sprites are enables angledBodyHeadArray[GameManagement.currentHeadBodyAngle].enabled = true; //Anim = transform.Find("Legs7").GetComponent<Animator>(); //Legs7 is Right direction InputHandler = GetComponent <PlayerInputHandler>(); RB = GetComponent <Rigidbody2D>(); Planet = GameObject.Find("PlanetHolder").transform.Find("Planet"); //Set max health playerData.maxHealth = playerData.startingHealth; playerData.attackDamage = playerData.startingDamage; //SpriteRenderers for the blinking effect //legs = transform.Find("Legs").GetComponent<SpriteRenderer>(); //body = legs.transform.Find("Body").GetComponent<SpriteRenderer>(); //head = legs.transform.Find("Head").GetComponent<SpriteRenderer>(); //Angle direction 7 //legs7 = Anim.gameObject.GetComponent<SpriteRenderer>(); //headBody7 = Anim.gameObject.transform.Find("headBody7").GetComponent<SpriteRenderer>(); //Make if or for loop or something to idk what im doing now. ive drawn a blank //currentLegs = 1;//angledLegsArray[]; //Set the current health to be starting health playerData.currentHealth = playerData.startingHealth; heartManager = GameObject.Find("Canvas").transform.Find("LifeHearts").GetComponent <HeartManager>(); weaponSprite = GameObject.Find("Guitar").GetComponent <SpriteRenderer>(); //Initialise statemachine StateMachine.Initialise(IdleState); alreadyMoving = false; }
void Start() { moneyManager = FindObjectOfType <MoneyManager>(); HeartManager heartManager = FindObjectOfType <HeartManager>(); heartManager.UpdateTimer(secondsToDecrease * GameData.gameData.saveData.purchasedTimeUpgrades); if (GameData.gameData.saveData.purchasedTimeUpgrades == timerUpgradeCost.Length) { decreaseTimerButton.SetActive(false); decreaseTimerCostText.text = "MAX"; } else { decreaseTimerCostText.text = "$" + timerUpgradeCost[GameData.gameData.saveData.purchasedTimeUpgrades].ToString(); } }
public void LevelUp(PlayerManager player) { if (player.Level < levels_grades.Count) { StartCoroutine(levelUpCo(player)); HeartManager mgr = GameObject.FindGameObjectWithTag("HeartContainer").GetComponent <HeartManager>(); player.Level++; if (mgr.HeartContainers.InitialValue < 10) { player.CurrentHealth.InitialValue += 2; mgr.HeartContainers.InitialValue++; } levelText.text = "" + player.Level + ": " + player.Stars + " / " + levels_grades[player.Level]; mgr.InitHearts(); mgr.UpdateHearts(); } }
// Start is called before the first frame update void Start() { instance = this; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { GameObject newHeart = Instantiate(heartPrefab); newHeart.transform.position = new Vector3( transform.position.x + x, transform.position.y - y ); hearts.Add(newHeart); } } SetVisibleHearts(15); }
public void BuyDecreaseTimer() { HeartManager heartManager = FindObjectOfType <HeartManager>(); if (MoneyManager.Money >= timerUpgradeCost[GameData.gameData.saveData.purchasedTimeUpgrades] && GameData.gameData.saveData.purchasedTimeUpgrades < timerUpgradeCost.Length) { MoneyManager.GoldCount(-timerUpgradeCost[GameData.gameData.saveData.purchasedTimeUpgrades]); GameData.gameData.saveData.purchasedTimeUpgrades++; heartManager.UpdateTimer(secondsToDecrease); if (GameData.gameData.saveData.purchasedTimeUpgrades == timerUpgradeCost.Length) { decreaseTimerButton.SetActive(false); decreaseTimerCostText.text = "MAX"; } else { decreaseTimerCostText.text = "$" + timerUpgradeCost[GameData.gameData.saveData.purchasedTimeUpgrades].ToString(); } } }
// Start is called before the first frame update void Start() { manager = this; }
void Start() { heartManager = GameObject.Find("HeartManager").GetComponent <HeartManager>(); playerTransform = GameObject.FindWithTag("Player").transform; spawnZ = randomZ(); }
void Start() { HM = FindObjectOfType <HeartManager>(); Item = gameObject.transform; }
// Use this for initialization void Start() { HeartManager = FindObjectOfType <HeartManager>(); StartCoroutine("_fall"); }
private void Start() { HM = FindObjectOfType <HeartManager>(); }
void Start() { gameData = FindObjectOfType <GameData>(); board = FindObjectOfType <Board>(); heartManager = FindObjectOfType <HeartManager>(); }
public PickUpManager() { m_PickUpManagers[0] = new HeartManager(); m_PickUpManagers[1] = new KeyManager(); m_PickUpManagers[2] = new StarManager(); }