// Use this for initialization void Start() { this.currHp = this.totHp; player = (PlayerBehave)Enemy.player.GetComponent <PlayerBehave>(); roundManager = (RoundManager)GameObject.Find("WaveManagerGO").GetComponent <RoundManager>(); if (type == Type.Enemy) { enemyAttrs = gameObject.GetComponent <Enemy>(); } }
// Use this for initialization void Start() { player = this.GetComponent <PlayerBehave> (); IPAddress ip_addy = IPAddress.Parse(ip_address); tcp_listener = new TcpListener(ip_addy, port); listen_thread = new Thread(new ThreadStart(ListenForClients)); listen_thread.Start(); Debug.Log("start thread"); }
void Start() { this.bullets = this.capacity; player = Enemy.player.GetComponent <PlayerBehave>(); ammoTxt = player.ammoGUI; warningTxt = player.warningGUI; updateAmmo(); muzzle.SetActive(false); redIncrRate = 5f / overheatLimit; if (this.weaponModel == WeaponEnum.Rifle) { reloadDelay = modelGameObject.animation["handgunReload"].length; } else { reloadDelay = 2f; } //color1 = renderer.material.color; }
// Update is called once per frame void Update() { if (translate) { transform.position += perSecondDistance * Time.deltaTime; if (startPos.animation.isPlaying) { startPos.animation.Stop(); } if (Mathf.Round(transform.position.z) == Mathf.Round(Enemy.player.transform.position.z)) { PlayerBehave tmpPlayer = Enemy.player.GetComponent <PlayerBehave>(); tmpPlayer.laser = gameObject; Round.weaponPicked = true; transform.localScale /= 3; gameObject.collider.enabled = false; gameObject.transform.parent = Enemy.player.transform.FindChild("Main Camera"); tmpPlayer.cambioArma(); tmpPlayer.msgGUI.showMsg("To switch weapons, press the left or right arrow on your wiimote"); this.enabled = false; } } }
// Use this for initialization void Start() { player = this.GetComponent<PlayerBehave> (); IPAddress ip_addy = IPAddress.Parse(ip_address); tcp_listener = new TcpListener(ip_addy, port); listen_thread = new Thread(new ThreadStart(ListenForClients)); listen_thread.Start(); Debug.Log ("start thread"); }
//private GameObject p_gameobject; public Player() { p_behave = new PlayerBehave(); }
// Use this for initialization void Start() { this.currHp = this.totHp; player = (PlayerBehave) Enemy.player.GetComponent<PlayerBehave>(); roundManager = (RoundManager) GameObject.Find("WaveManagerGO").GetComponent<RoundManager>(); if (type == Type.Enemy) { enemyAttrs = gameObject.GetComponent<Enemy>(); } }
void Start() { this.bullets = this.capacity; player = Enemy.player.GetComponent<PlayerBehave>(); ammoTxt = player.ammoGUI; warningTxt = player.warningGUI; updateAmmo(); muzzle.SetActive(false); redIncrRate = 5f/overheatLimit; if (this.weaponModel == WeaponEnum.Rifle) { reloadDelay = modelGameObject.animation["handgunReload"].length; } else { reloadDelay = 2f; } //color1 = renderer.material.color; }