private void Start() { //this is just to find the bottom of the object var capColl = gameObject.GetComponentInChildren <CapsuleCollider>(); if (capColl != null) { rayOffset = (capColl.height / 2f) * capColl.gameObject.transform.localScale.y; } else { rayOffset = 1f; Debug.Log("couldn't find capsule collider"); Debug.Log(gameObject.name); } var canvas = gameObject.GetComponentInChildren <Canvas>(); if (canvas != null) { note = canvas.gameObject; } else { Debug.Log("can't find canvas gameObject for draggable"); note = null; } player = FindObjectOfType <KE_MainPlayer_Script>(); if (player == null) { Debug.Log("can't find player"); } }
protected override void Start() { turretRange = (turretRange > 0f) ? turretRange : 40f; turretBaseRotationSpeed = (turretBaseRotationSpeed > 0f) ? turretBaseRotationSpeed : 120f; turretCurrentRotationSpeed = turretBaseRotationSpeed; shotBaseTimerMax = (shotBaseTimerMax > 0f) ? shotBaseTimerMax : .4f; shotCurrentTimerMax = shotBaseTimerMax; bulletSpeed = (bulletSpeed > 0f) ? bulletSpeed : 18f; bulletTimer = (bulletTimer > 0f) ? bulletTimer : 3f; bulletDamage = (bulletDamage > 0) ? bulletDamage : 15; base.Start(); mainPlayerScript = FindObjectOfType <KE_MainPlayer_Script>(); //assigns the variable so that upgrades can happen lastUpgradeLevel = mainPlayerScript.passiveUpgradeLevels[1]; }
public PlayerData(KE_MainPlayer_Script player) { health = player.GetComponent <AMS_Health_Management>().currentHealth; ammoClips1 = player.GetComponent <AMS_GunManagement>().currentClips; ammoClips2 = player.GetComponent <AMS_GunManagement>().gun2currentClips; ammo1 = player.GetComponent <AMS_GunManagement>().currentAmmo; ammo2 = player.GetComponent <AMS_GunManagement>().gun2currentAmmo; unlocked = player.GetComponent <AMS_GunManagement>().unlocked; currentLevel = player.GetComponent <MainMenu>().levelIndex; altFireammo = player.GetComponent <AMS_GunManagement>().defaultAlternateFireAmmo; currentGun = player.GetComponent <AMS_GunManagement>().currentGun; var chSpawn = StaticCheckpointController.WhereToSpawn(); spawn[0] = (int)chSpawn.x; spawn[1] = (int)chSpawn.y; spawn[2] = (int)chSpawn.z; }
private void Start() { /* LevelGate = GameObject.Find("LevelGate"); * if(LevelGate != null) * { * Door = LevelGate.transform.Find("Door").gameObject; * } * else { Debug.Log("cannot find a level gate"); } */ //resourceController = FindObjectOfType<AMS_ResourceController>(); TargetIndicator = GameObject.Find("TargetIndicator"); Arrow = TargetIndicator.transform.Find("Arrow").gameObject; WinningItemSpawnerScript = FindObjectOfType <WinningItemSpawnerScript>(); // WinningItemScript = WinningItemSpawnerScript.GetComponent<WinningItem>(); MainPlayerScript = FindObjectOfType <KE_MainPlayer_Script>(); Base = GameObject.Find("Base"); Arrow.SetActive(false); }
// Start is called before the first frame update void Start() { //General Gun Setup currentGun = gun1; maxAmmo = gun1maxAmmo; currentAmmo = maxAmmo; currentClips = gun1currentClips; maxFireRate = gun1maxFireRate; currentBullet = gun1Bullet; currentFireRate = maxFireRate; //Gun 1 Setup gun1currentAmmo = maxAmmo; //Laser Setup LaserColor(); defaultAlternateFireAmmo = maxDefaultAlrernateFireAmmo; defaultAlternativeCurrentFireRate = defaultAlternativeMaxFireRate * 2; AlternateAmmoText = GameObject.Find("Alternate_Ammo_Text").GetComponent <Text>(); //Grabbing the text so it doesn't need to be assigned in the inspector PrimaryWeaponGUI = GameObject.Find("PrimaryWeapon"); //Primary Weapon GUI SecondaryWeaponGUI = GameObject.Find("SecondaryWeapon"); // Secondary Weapon GUI SecondaryWeaponGUI.GetComponentInChildren <Text>().color = InactiveWeaponColor; SecondaryWeaponGUI.SetActive(false); AlternateAmmoImage = GameObject.Find("Grenade"); // Finds the Grenade Image PrimaryActiveWeaponName = GameObject.Find("PrimaryActiveWeaponName").GetComponent <Text>(); SecondaryActiveWeaponName = GameObject.Find("SecondaryActiveWeaponName").GetComponent <Text>(); ActiveWeapon = GameObject.Find("ActiveWeapon"); // Find the Active Weapon Game Object on the Main Camera Prefab / PlayerGUI/ Canvas ActiveWeapon.SetActive(false); PrimaryActiveWeaponName.enabled = true; SecondaryActiveWeaponName.enabled = true; SecondaryActiveWeaponName.GetComponentInChildren <Text>().color = InactiveWeaponColor; powerupDisplay = GameObject.Find("Powerup_GUI").GetComponent <Image>(); powerupDisplay.gameObject.SetActive(false); // turns off the powerup display on start. OutOfAmmo = GameObject.Find("OutOfAmmo"); OutOfAmmo.SetActive(false); mainPlayerScript = GetComponent <KE_MainPlayer_Script>(); if (defaultGun != null) { defaultGun.SetActive(true); } }
void Start() { menuController = FindObjectOfType <MenuController>(); playerDead = false; currentHealth = maxHealth; if (gameObject.tag == "Player") { mainPlayerScript = GetComponent <KE_MainPlayer_Script>(); } isTakingDamage = false; baseScale = transform.localScale.y; currentScale = baseScale; amDead = false; // GunManagementScript = GameObject.Find("MainPlayer").GetComponent<AMS_GunManagement>(); // currentBullet = GunManagementScript.currentBullet; // currentBulletScript = currentBullet.GetComponent<AMS_Bullet>(); }
//Creates a .dat file in the project for saving purposes public static void Save(KE_MainPlayer_Script player) { BinaryFormatter bf = new BinaryFormatter(); string path = Application.persistentDataPath + "/playerInfo.dat"; FileStream savefile = new FileStream(path, FileMode.Create); //After Binary setup, gives the ability to write to the disk. PlayerData data = new PlayerData(player); Debug.Log("Game Saved at " + path); Debug.Log("Player health saved as " + data.health); Debug.Log("Player clips1 saved as " + data.ammoClips1); Debug.Log("Player clips2 saved as " + data.ammoClips2); Debug.Log("Player ammo1 saved as " + data.ammo1); Debug.Log("Player ammo2 saved as " + data.ammo2); Debug.Log("current level saved as " + data.currentLevel); bf.Serialize(savefile, data); savefile.Close(); }