void Start() { m_lastUpdateTime = Random.value; m_health = GameMaster.GetPlayer().GetComponent <PlayerHealth>(); m_endGame = GameMaster.GetPlayer().GetComponent <PlayerEndGame>(); m_renderer = GetComponent <SpriteRenderer>(); }
public bool Active() { AIDamage damage = GetComponent <AIDamage>(); if (damage != null && damage.IsDead()) { return(false); } PlayerHealth playerHealth = GameMaster.GetPlayer()?.GetComponent <PlayerHealth>(); if (playerHealth != null && playerHealth.IsDead()) { return(false); } PlayerEndGame playerEndGame = GameMaster.GetPlayer()?.GetComponent <PlayerEndGame>(); if (playerEndGame != null && playerEndGame.IsGameFinished()) { return(false); } return(m_triggerArea == null || m_triggerArea.Active()); }
void Start() { m_rigidBody = GetComponent <Rigidbody2D>(); m_controls = GetComponent <PlayerControls>(); m_endGame = GetComponent <PlayerEndGame>(); m_health = GetComponent <PlayerHealth>(); m_currentMovementSpeed = m_baseMovementSpeed; }
void Start() { m_audio = GetComponent <AudioCharacterPlayer>(); m_controls = GetComponent <PlayerControls>(); m_movement = GetComponent <PlayerMovement>(); m_shoot = GetComponent <ShootingHelper>(); m_endGame = GetComponent <PlayerEndGame>(); m_health = GetComponent <PlayerHealth>(); m_currentAttackSpeed = m_baseAttackSpeed; m_currentAttackDamage = m_baseAttackDamage; m_currentProjectileSpeed = m_baseProjectileSpeed; m_currentInaccuracy = m_baseInaccuracy; }