void OnTriggerEnter2D(Collider2D coll){ if (coll.gameObject.tag == "Player") { Debug.Log ("Bepis"); PlayerControls playerControls = coll.gameObject.GetComponent<PlayerControls> (); if (occupied) { PlayerControls.EndEdge (occupant, this.gameObject.GetComponent<EdgeGrab>()); } if (coll.gameObject.transform.position.y < stageHeight + .5 && coll.gameObject.transform.position.y > stageHeight - 1 && !playerControls.wasGrabbing && !occupied) { playerControls.attachedEdge = this.gameObject; playerControls.edgeGrabbing = true; occupant = coll.gameObject.GetComponent<PlayerControls> (); playerControls.PlayerControl = false; if (edge == EdgeSide.Right) { playerControls.facingNum = -1; } else if (edge == EdgeSide.Left) { playerControls.facingNum = 1; } playerControls.anim.SetBool ("edgeGrabbing", true); occupied = true; playerControls.timesJumped = 0; Debug.Log ("Edge"); } } }
private void HitPlayer(PlayerControls player) { if (player.Hit(this.transform.position) && roundScript != null) { roundScript.upScore = true; } }
public HelpScreen(Game game, Texture2D background, Rectangle backgroundRect, SpriteFont fontMoves, SpriteFont fontPlayers, PlayerControls firstPlayer, PlayerControls secondPlayer) : base(game) { this.background = background; this.backgroundRect = backgroundRect; this.fontMoves = fontMoves; this.fontPlayers = fontPlayers; first = new String[9]; first[0] = movesName[0] + firstPlayer.MoveLeft; first[1] = movesName[1] + firstPlayer.MoveRight; first[2] = movesName[2] + firstPlayer.MoveUp; first[3] = movesName[3] + firstPlayer.MoveDown; first[4] = movesName[4] + firstPlayer.HandHitLeft; first[5] = movesName[5] + firstPlayer.HandHitRight; first[6] = movesName[6] + firstPlayer.UppercodeHit; first[7] = movesName[7] + firstPlayer.LegHit; first[8] = movesName[8] + firstPlayer.Block; second = new String[9]; second[0] = movesName[0] + secondPlayer.MoveLeft; second[1] = movesName[1] + secondPlayer.MoveRight; second[2] = movesName[2] + secondPlayer.MoveUp; second[3] = movesName[3] + secondPlayer.MoveDown; second[4] = movesName[4] + secondPlayer.HandHitLeft; second[5] = movesName[5] + secondPlayer.HandHitRight; second[6] = movesName[6] + secondPlayer.UppercodeHit; second[7] = movesName[7] + secondPlayer.LegHit; second[8] = movesName[8] + secondPlayer.Block; }
void Start(){ playerControls = gameObject.GetComponent<PlayerControls> (); charStats = playerControls.characterStats; normalName = playerControls.controllerType+"Normal"; specialName = playerControls.controllerType+"Special"; horName = playerControls.controllerType+"Horizontal"; verName = playerControls.controllerType+"Vertical"; }
private void PutPlayerAtTheCenterOfLevel(PlayerControls player) { player.ResetPosition (); if (roundScript != null) { roundScript.upScore = true; } }
public new void Start() { powerUpID = 3; duration = 10; timeLeft = this.duration; pc = gameObject.GetComponent<PlayerControls> (); ModifyObject (); }
// Use this for initialization void Start () { playerControls = GameObject.FindObjectOfType<PlayerControls>(); sequenceLength = SequenceNodeTransforms.Length; sequenceNodes = new SequenceNode[sequenceLength]; for (int ii = 0; ii < sequenceLength; ii++) { sequenceNodes[ii] = SequenceNodeTransforms[ii].GetComponent<SequenceNode>(); sequenceNodes[ii].SetOwner(this); } }
public bool GetInputValue(PlayerControls c, out Vector3 direction) { if (c == PlayerControls.SHOOT) direction = _storedCameraDirection; else direction = new Vector3 (0, 0, 0); return inputValues[(int)c]; }
void RpcPickUp(NetworkInstanceId id) { if (pc == null) pc = ClientScene.FindLocalObject (id).GetComponent<PlayerControls> (); GetComponent<SpriteRenderer> ().enabled = false; GetComponent<CircleCollider2D> ().enabled = false; if (pc.isLocalPlayer) MainGUI.GUI.SetPowerUpIcon (Icon); }
private void BumpPlayer(PlayerControls player) { player.Bump(this.transform.position, bumpForce); if (this.gameObject.GetComponent<Animator>() != null) { this.gameObject.GetComponent<Animator>().SetTrigger("Bump"); } }
public void SetUp() { if (!IsMockResolver) return; //ncrunch: no coverage controlledPlayer = new PlayerPlane(Vector2D.Half); playerControls = new PlayerControls(controlledPlayer); keyboard = (MockKeyboard)Resolve<Keyboard>(); originalVelocity = controlledPlayer.Get<Velocity2D>().Velocity; }
// Use this for initialization void Start () { player1 = GameObject.Find("Player1"); player2 = GameObject.Find("Player2"); player3 = GameObject.Find("Player3"); player4 = GameObject.Find("Player4"); control = GameObject.Find("Main Camera").GetComponent<PlayerControls>(); }
// Use this for initialization void Start() { rb = gameObject.GetComponent<Rigidbody> (); pc = gameObject.GetComponent<PlayerControls> (); foreach (GameObject pad in GameObject.FindGameObjectsWithTag("Bouncy")) { Material currMat = pad.GetComponent<MeshRenderer>().material; currMat.EnableKeyword("_EMISSION"); currMat.SetColor("_EmissionColor", Color.black); } bounceVector = new Vector3 (0, bouncyForce, 0); }
void Start() { pc = player.GetComponent<PlayerControls> (); l2sc = comicUI.GetComponent<Level2_ShowComic> (); string endLinesStr = endLines.text; char[] delimitingChars = {'\n'}; endLinesA = endLinesStr.Split (delimitingChars); ch = chatHandlerObj.GetComponent<ChatHandler> (); aus = audioObj.GetComponent<AudioSource> (); amount = aus.volume / 4; baseVolume = aus.volume; }
// Use this for initialization void Start() { startValor = Random.Range(0, 10); timeElapsed = Time.time; player = GameObject.FindGameObjectWithTag("Player"); playerControls = player.GetComponent<PlayerControls>(); chickenAnimator = GetComponent<Animator>(); float rdmScale = Random.Range(0.8f, 1.2f); transform.localScale *= rdmScale; }
public void Make(PlayerControls.Player player) { switch (player) { case PlayerControls.Player.one: One(); break; case PlayerControls.Player.two: Two(); break; } }
public void InitPlayer(Camera cam, int n, Material m, bool ctrl) { //n = 5 - n; gameObject.name = "Player" + n; PC = new PlayerControls(5-n); //PC = new PlayerControls(5 - n); material = m; var renderers = GetComponentsInChildren<Renderer>(); foreach (var r in renderers) r.material = m; this.Controlled = ctrl; }
// Update is called once per frame void Update() { if (transform.parent == null) { GameObject Player = ClientScene.FindLocalObject (PlayerNetId); if (Player != null) { pc = Player.GetComponent<PlayerControls> (); if (isRightArm) pc.ConfigureRightArm (transform); else pc.ConfigureLeftArm (transform); } } }
private void RpcAttachSkill(NetworkInstanceId i_PlayerID) { player = ClientScene.FindLocalObject(i_PlayerID); transform.SetParent(player.transform); m_PlayerObject = transform.root.GetComponentInChildren<PlayerControls>(); m_AttachedToPlayer = true; m_Collider.enabled = false; //m_Renderer.enabled = false; transform.FindChild(ConstParams.BoxPrefab).gameObject.SetActive(false); OnAttachedToPlayer(); }
protected void RpcDetachSkill() { transform.position = new Vector3(-1337, -1337, -1337); transform.SetParent(null); m_AttachedToPlayer = false; m_Collider.enabled = true; //m_Renderer.enabled = true; StopAllCoroutines(); OnDetachedFromPlayer(); m_PlayerObject = null; gameObject.SetActive(false); }
void Start() { server = new WebSocketServer(Port); server.KeepClean = false; server.AddWebSocketService<WebServer>("/Simulator"); server.Start(); GameObject go = gameObject; playerController = (PlayerControls)go.GetComponent(typeof(PlayerControls)); //Uncomment if you want to construct a debug class that sends commands to the server //var testClient = new WebtestClient("80"); //testClient.delayedMessage("forward", 1000); //testClient.delayedMessage("forward", 2000); //testClient.delayedMessage("GetSonar", 3000); //testClient.delayedMessage("forward", 3200); }
void Awake() { distance = defaultSpeed * timeLimit; toWayTimeLimit = timeLimit * 2; initReverseTime = Time.time + 5; if (Instance != null) { Debug.LogError("Multiple instances of Difficulty!"); } groundScrollingScript = GameObject.Find("Ground").GetComponent<ScrollingScript>(); backgroundScrollingScript = GameObject.Find("ScrollingBackground").GetComponent<ScrollingScript>(); playerControl = GameObject.Find("RunningPlayer").GetComponent<PlayerControls>(); Instance = this; }
void OnTriggerEnter(Collider c) { if (c.gameObject.tag == "Player") { if (!doOnce1){ c.transform.GetChild(0).gameObject.SetActive(true); comicUI.SetActive(true); pc = c.GetComponent<PlayerControls>(); pc.toggleCanMove(); doOnce1 = true; c.GetComponent<Rigidbody>().velocity = Vector3.zero; Vector3 newPos = transform.position; newPos.y -= 100; transform.position = newPos; } } }
// Update is called once per frame public Vector3 CalculatePosition(Vector3 camPos) { if (player == null || !TrackPlayer) return new Vector3 (0, 5, -100); if (pc == null) pc = player.GetComponent<PlayerControls> (); if (pc.Alive) lastPlayerPosition = player.position; Vector3 mousePos = Camera.main.ScreenToWorldPoint (Input.mousePosition); Vector3 size = Camera.main.ScreenToWorldPoint (new Vector3 (Camera.main.pixelWidth, Camera.main.pixelHeight, 0)) - Camera.main.ScreenToWorldPoint (new Vector3 (0, 0, 0)); float mousePercentageFromCenterX = Mathf.Abs (mousePos.x - transform.position.x) / size.x; float mousePercentageFromCenterY = Mathf.Abs (mousePos.y - transform.position.y) / size.y; /* Center camera between player and mouse*/ Vector3 midPos = (mousePos - lastPlayerPosition).normalized; midPos.x *= mousePercentageFromCenterX * CamDistance; midPos.y *= mousePercentageFromCenterY * CamDistance; midPos += lastPlayerPosition; midPos.z = transform.position.z; return Vector3.Lerp (camPos, midPos, lerpSpeed); /* Center between player and mouse, not relative to mouse distance from player Vector3 midPos = (mousePos - player.position).normalized * 6 + player.position; midPos.z = transform.position.z; transform.position = Vector3.Lerp(transform.position, midPos, .02f); */ /* Center to the left or right depending on direction float dir = 1; if (player.localScale.x < 1) dir = -1; Vector3 camPos = player.position; camPos.z = transform.position.z; camPos.x = camPos.x + (dir * .15f * width); transform.position = Vector3.Lerp (transform.position, camPos, .03f);*/ }
// Use this for initialization public void Start () { Transitions.Type = FadeType.Fade_In; Transitions.PlayTransition = true; Player = GameObject.FindWithTag("Player").GetComponent<PlayerControls>(); if (SceneManager.GetActiveScene().buildIndex == 2) { Healthbar.Health = 100; Player.gameObject.GetComponent<Inventory>().Clear(); } if (SceneManager.GetActiveScene().buildIndex == 15) { PriestNPC = GameObject.Find("PriestNPC"); goodNPC = GameObject.Find("GoodGuyNPC"); Npcs.Add(goodNPC); goodNPC.SetActive(false); } for (int i = 0; i < 40; i++) Items.Add(new Item(ItemType.EMPTY)); }
// Use this for initialization void Start () { player1 = GameObject.Find("Player1"); player2 = GameObject.Find("Player2"); player3 = GameObject.Find("Player3"); player4 = GameObject.Find("Player4"); control = GameObject.Find("Main Camera").GetComponent<PlayerControls>(); transform.position = new Vector3(0, 1, 0); Vector3 force = new Vector3(Random.value, 0, Random.value); if (Random.value < 0.5f) { force = new Vector3(-force.x, force.y, force.z); } if (Random.value < 0.5f) { force = new Vector3(force.x, force.y, -force.z); } force.Normalize(); force *= powerupSpeed; rigidbody.AddForce(force); }
// Use this for initialization void Start() { action = this.GetComponent<Fire>(); movement = this.GetComponent<PlayerControls>(); myView = this.GetComponent<PhotonView>(); controls = this.transform.parent.GetComponentsInChildren<Transform>(); foreach( Transform child in controls){ if(child.CompareTag("touchGUI")){ GUIControls = child.gameObject; } } winds = this.transform.parent.GetComponentsInChildren<Transform>(); foreach( Transform child in winds){ if(child.CompareTag("windGenerator")){ windGen = child.gameObject; } } windDisplays = this.transform.parent.GetComponentsInChildren<Transform>(); foreach( Transform child in windDisplays){ if(child.CompareTag("windBar")){ windBar = child.gameObject; } } tags = GetComponentInChildren<Transform>(); foreach( Transform child in tags){ if(child.CompareTag("nametag")){ nameTag = child.gameObject; } } nameTag.GetComponent<TextMesh>().text = myView.owner.name; }
public List<GameObject> AllTiles; //All of the tiles private void Start() { GameManager = GameObject.Find("GameManager").GetComponent<GameManagerScript>(); Player = GameObject.FindWithTag("Player").GetComponent<PlayerControls>(); EnemyHolder = GameObject.Find("EnemyHolder"); chest = Resources.Load("Chest") as GameObject; // Create the board holder. boardHolder = new GameObject("BoardHolder"); Walls = new List<GameObject>(); Floors = new List<GameObject>(); AllTiles = new List<GameObject>(); SetupTilesArray(); CreateRoomsAndCorridors(); SetTilesValuesForRooms(); SetTilesValuesForCorridors(); InstantiateTiles(); InstantiateOuterWalls(); SpawnEnemies(); SpawnTreasureChests(); //Don't spawn a ladder on the boss level, that will take the player to somewhere else. if (SceneManager.GetActiveScene().buildIndex != 13 && SceneManager.GetActiveScene().buildIndex != 14) { Room roomToPlaceLadderIn = rooms[numRooms.Random - 1]; Vector3 ladderPosition = new Vector3(roomToPlaceLadderIn.xPos, roomToPlaceLadderIn.yPos, -1); ladder.transform.position = ladderPosition; } //Set the player's position. SetPlayerPosition(); }
void Awake() { player = GetComponent<PlayerControls>(); thisFireBtn = GetComponent<Fire>(); cam = this.transform.parent.GetComponentInChildren<Camera>(); if (photonView.isMine) { cam.enabled = true; player.enabled=true; player.isControllable=true; thisFireBtn.isControllable=true; } else { cam.enabled = false; player.enabled=true; player.isControllable=false; thisFireBtn.isControllable=false; } gameObject.name = gameObject.name + photonView.viewID; }
public EconomyController(GameState game, Id<Player> player, PlayerGameView view) : base(game) { this.view = view; this.player = game.Players[player]; this.economy = game.Economies.First(e => e.Player == this.player); this.body = this.economy.Body; view.FocusOnBody(this.body); this.controls = new PlayerControls(); this.stats = new[] { new EcoStatController(this.game, this, this.economy, EcoValue.Income, KeyboardAction.FromKey(Key.Number1),KeyboardAction.FromKey(Key.Number2), "1<>2"), new EcoStatController(this.game, this, this.economy, EcoValue.Projectiles, KeyboardAction.FromKey(Key.Q),KeyboardAction.FromKey(Key.W), "Q<>W"), new EcoStatController(this.game, this, this.economy, EcoValue.FireRate, KeyboardAction.FromKey(Key.A),KeyboardAction.FromKey(Key.S), "A<>S"), new EcoStatController(this.game, this, this.economy, EcoValue.Defenses, KeyboardAction.FromKey(Key.Z),KeyboardAction.FromKey(Key.X), "Z<>X"), }; }
private void Awake() { control = new PlayerControls(); control.controls.Move.performed += ctx => moveInput = ctx.ReadValue <Vector2>(); control.controls.sprint.performed += ctx => sprintInput = ctx.ReadValue <float>(); }
void OnEnable() { controls = FindObjectOfType <PlayerControlsManager>().GetControls(); PopulateLexikon(); }
public bool Lockon; //this would be used to switch to a virtual camera for a lockon system private void Awake() => defaultcontrols = new PlayerControls();
IEnumerator CoUpdate() { while (thisTransform) { //if (playerTransform) switch (currentState) { case EnemyState.StandBy: if (!playerTransform) { if (Managers.Game.PlayerPrefab) { playerTransform = Managers.Game.PlayerPrefab.transform; // We can Use this system to get the player's Id & position playerControl = playerTransform.GetComponent <PlayerControls>(); //playerProps = playerTransform.GetComponent<PlayerProperties>(); currentState = EnemyState.Roaming; } else { yield return(0); } } break; case EnemyState.Roaming: distanceToTarget = Vector3.Distance(playerTransform.position, thisTransform.position); if (distanceToTarget <= searchRange) // SI distancia al objetivo es menor que el rango de busqueda.. { if (distanceToTarget <= attackRange && //) thisTransform.position.y >= playerTransform.position.y + 1) // si está dentro de rango de ataque.. { currentState = EnemyState.Attacking; // acelerar la velocidad de ataque } else { ChasePlayer(); // sino continuar rastreandolo a velocidad normal } } else // SINO chequear rutina habitual de comportamiento cuando está solo... { GoHome(); // Volver a casa! ( cambia dirección de lado y avanzar indefinidamente.. } break; case EnemyState.Attacking: AttackPlayer(); break; case EnemyState.Hooked: if (Input.anyKeyDown || Managers.Game.InputLeft || Managers.Game.InputRight || Managers.Game.InputDown || Managers.Game.InputUp || Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Jump")) { ReleaseKeys++; } //if (Time.time > timeLapse) //{ // timeLapse = Time.time + 3; // collider.enabled = true; //} //thisTransform.position = playerTransform.position; //thisTransform.position += (Vector3.up * Mathf.Sin(Time.time * 5) * 3 * Time.deltaTime); thisTransform.position += (Vector3.up * Mathf.Sin(Time.time * 15) * Time.deltaTime); orientation = playerControl.orientation; //aniPlay.PlayFrames(5, 5, 2, orientation); aniPlay.PlayFramesFixed(5, 5, 2, orientation, 1); timeLapse -= Time.deltaTime; if (ReleaseKeys > 30 || timeLapse <= 0) { BeatDown(); } break; case EnemyState.Holded: thisTransform.position = playerTransform.position + HoldedPosition; // Update own hold position & player's too BeingHolded(); break; case EnemyState.Shooted: if (playerTransform) { if (thisTransform.IsChildOf(playerTransform)) // check if the player has taken us... { currentState = EnemyState.Holded; // & change enemy state to holded.. } } thisTransform.RotateAround(Vector3.forward, -orientation * 45 * Time.deltaTime); velocity.y -= gravity * Time.deltaTime; thisTransform.position += velocity * Time.deltaTime; break; case EnemyState.Dead: if (playerTransform) { if (thisTransform.IsChildOf(playerTransform)) // check if the player has taken us... { currentState = EnemyState.Holded; // & change enemy state to holded.. } } thisTransform.RotateAround(Vector3.forward, -orientation * 45 * Time.deltaTime); velocity.y -= gravity * Time.deltaTime; thisTransform.position += velocity * Time.deltaTime; if (thisTransform.position.y < 0 && thisTransform != null) { Destroy(gameObject, 2); // If character falls get it up again } break; } yield return(0); } }
void Start() { controls = new PlayerControls(); playerMovement = GetComponent <PlayerMovement>(); }
// Start is called before the first frame update void Start() { controls = GetComponent <PlayerControls>(); }
private void Awake() { PlayerAction = new PlayerControls(); }
void Awake() { Instance = this; playerControls = GetComponentInParent <PlayerControls>(); }
private void Awake() { playerControls = new PlayerControls(); }
// Start is called before the first frame update void Start() { player = GameObject.FindObjectOfType <PlayerControls>(); character = GameObject.Find("Player"); }
public void FindPlayer() { thePlayer = PlayerControls.Instance; lastPlayerPosition = thePlayer.transform.position; }
// private bool CanShoot() // { // //return PlayerEvents.Current.hasAmmo && !PlayerEvents.Current.isGrabbing; // } public override InputAction MyInput() { PlayerControls _playerControls = new PlayerControls(); return(_playerControls.Player.Primary_Fire); }
void Awake() { controls = new PlayerControls(); controls.Game.SetCallbacks(this); }
void InitialiseControls() { controlsDict = PlayerControls.GetPlayerControls(playerId - 1); }
private void Awake() { playerControls = new PlayerControls(); playerControls.Shooting.AimingMouse.performed += ctx => AimingMouse(ctx.ReadValue <Vector2>()); playerControls.Shooting.AimingController.performed += ctx => AimingController(ctx.ReadValue <Vector2>()); }
void Start() { output = GetComponent <Text>(); playerControls = FindObjectOfType <PlayerControls>(); }
// Use this for initialization void Start() { playerControlScript = GameObject.Find("PlayerCharacter").GetComponent <PlayerControls>(); rigBod = GetComponent <Rigidbody>(); col = GetComponent <BoxCollider>(); }
void Awake() { control = new PlayerControls(); control.Player.Shoot.performed += ctx => GetInput(ctx); }
private void Awake() { input = new PlayerControls(); }
void Awake() { controls = new PlayerControls(); controls.LookAround.Rotation.performed += ctx => move = ctx.ReadValue <Vector2>(); controls.LookAround.Rotation.canceled += ctx => move = Vector2.zero; }
public PlayerShiftEvent(PlayerControls _player, bool _currentlyReversed) { player = _player; currentlyReversed = _currentlyReversed; }
IEnumerator CoUpdate() { while (thisTransform) { switch (currentState) { case EnemyState.StandBy: if (!playerTransform) { if (Managers.Game.PlayerPrefab) { playerTransform = Managers.Game.PlayerPrefab.transform; // We can Use this system to get the player's Id & position playerControl = playerTransform.GetComponent <PlayerControls>(); currentState = EnemyState.Roaming; } else { yield return(0); } } break; case EnemyState.Roaming: if (!playerTransform) { break; } distanceToTarget = Vector3.Distance(playerTransform.position, thisTransform.position); if (distanceToTarget <= searchRange) // SI distancia al objetivo es menor que el rango de busqueda.. { if (distanceToTarget <= attackRange && thisTransform.position.y >= playerTransform.position.y + 1) // si está dentro de rango de ataque.. { currentState = EnemyState.Attacking; // acelerar la velocidad de ataque } else { ChasePlayer(); // sino continuar rastreandolo a velocidad normal } } else // SINO chequear rutina habitual de comportamiento cuando está solo... { GoHome(); // Volver a casa! ( cambia dirección de lado y avanzar indefinidamente.. } break; case EnemyState.Attacking: AttackPlayer(); break; case EnemyState.Holded: thisTransform.position = playerTransform.position + HoldedPosition; // Update own hold position & player's too BeingHolded(); break; case EnemyState.Shooted: if (playerTransform) { if (thisTransform.IsChildOf(playerTransform)) // check if the player has taken us... { currentState = EnemyState.Holded; // & change enemy state to holded.. } } thisTransform.RotateAround(Vector3.forward, -orientation * 45 * Time.deltaTime); velocity.y -= gravity * Time.deltaTime; thisTransform.position += velocity * Time.deltaTime; break; case EnemyState.Dead: if (playerTransform) { if (thisTransform.IsChildOf(playerTransform)) // check if the player has taken us... { currentState = EnemyState.Holded; // & change enemy state to holded.. } } thisTransform.RotateAround(Vector3.forward, -orientation * 45 * Time.deltaTime); velocity.y -= gravity * Time.deltaTime; thisTransform.position += velocity * Time.deltaTime; if (thisTransform.position.y < 0 && thisTransform != null) // If player was killeds { timeSpawn -= Time.deltaTime; if (timeSpawn <= 0) { timeSpawn = Random.Range(1, 3); velocity = Vector3.zero; thisTransform.rotation = Quaternion.Euler(Vector3.zero); gameObject.tag = "Enemy"; thisTransform.parent = Managers.Tiled.MapTransform; currentState = EnemyState.Roaming; thisTransform.position = homePosition; Destroy(Instantiate(ParticleStars, thisTransform.position, thisTransform.rotation), 5); searchRange = Random.Range(10, 100); Debug.Log("Dengue Respawned"); } } //Destroy(gameObject, 2); // If character falls get it up again break; } yield return(0); } }
void Start() { player = GameObject.Find("Player Model").GetComponent <PlayerControls>(); song = GameObject.Find("Background").GetComponent <songControl3>(); }
void Awake() { menu = GameObject.Find("Pause Menu"); menu.SetActive(false); player = GameObject.Find("Player").GetComponent <PlayerControls>(); }
// 0 = general UI // 1 = keyboard controls // 2 = gamepad controls // 3 = settings // 4 = about private void Awake() { controls = new PlayerControls(); // Initialize our controls object controls.Gameplay.PauseGame.performed += ctx => GamePause(); Cursor.lockState = CursorLockMode.Locked; }
void Awake() { input = new PlayerControls(); input.Combat.SetCallbacks(this); }
// Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); playerControls = Player.GetComponent <PlayerControls>(); }
public GameplayActions(PlayerControls wrapper) { m_Wrapper = wrapper; }
public void ToggleBotSelector(PlayerControls bot, bool isOn = true) { botSelectors[bot.BotType].SetActive(isOn); }
private void Awake() { playerControls = new PlayerControls(); playerControls.Dialog.StartDialog.performed += ctx => StartDialog(); }