private void Awake() { playerAttr = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttributesManager>(); anim = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); hitableMask = LayerMask.GetMask("Shootable"); }
void Awake() { // Setting up the references. anim = GetComponent <Animator> (); playerMovement = GetComponent <PlayerMovement> (); playerAttr = GetComponent <PlayerAttributesManager>(); }
private void Start() { viewMesh = new Mesh(); viewMesh.name = "View Mesh"; viewMeshFilter.mesh = viewMesh; playerAttr = GetComponentInParent <PlayerAttributesManager>(); }
float camRayLength = 100f; // The length of the ray from the camera into the scene. #endif void Awake() { #if !MOBILE_INPUT // Create a layer mask for the floor layer. floorMask = LayerMask.GetMask("Floor"); #endif // Set up references. anim = GetComponent <Animator>(); playerRigidbody = GetComponent <Rigidbody>(); playerAttr = GetComponent <PlayerAttributesManager>(); }
void Awake() { // Create a layer mask for the Shootable layer. shootableMask = LayerMask.GetMask("Shootable") | LayerMask.GetMask("Obstacle"); // Set up the references. gunParticles = GetComponent <ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent <AudioSource> (); gunLight = GetComponent <Light> (); playerAttr = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttributesManager>(); anim = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); hudAnim = GameObject.FindGameObjectWithTag("HUD").GetComponent <Animator>(); playerRessources = GameObject.FindGameObjectWithTag("Player").GetComponent <RessourcesManager>(); //faceLight = GetComponentInChildren<Light> (); }
public override void InitializeTrait(GameObject initGameObject) { gameObject = initGameObject; playerAttr = gameObject.GetComponent <PlayerAttributesManager>(); playerAttr.AddBonusStartingHealth(bonusPV); playerAttr.AddBonusResistance(bonusResistance); playerAttr.AddBonusSpeed(bonusSpeed); playerAttr.AddBonusRadius(bonusRadius); playerAttr.AddBonusPeripheralRadius(bonusPeripheralRadius); playerAttr.AddBonusAngle(bonusAngle); playerAttr.AddBonusAtkMelee(bonusAtkMelee); playerAttr.AddBonusMeleeCriticalChance(bonusMeleeCriticalChance); playerAttr.AddBonusTir(bonusTir); playerAttr.AddBonusReloadSpeed(bonusReloadSpeed); playerAttr.AddBonusTirCriticalChance(bonusTirCriticalChance); }