void OnTriggerEnter(Collider other) { if (other.tag == "Player") { if (gameObject.name == "Heart(Clone)") { // Increase health of player playerHealth = other.GetComponentInParent <PlayerHealthAmmo>(); playerHealth.PickUpHeart(healthBoost); } else if (gameObject.name == "ThimbleHelm(Clone)") { playerControllerBen = other.GetComponentInParent <PlayerControllerBen>(); // Acivate helm on player playerControllerBen.helmActive = true; playerControllerBen.helmTimer = powerUpTimer; } else if (gameObject.name == "Shield(Clone)") { playerControllerBen = other.GetComponentInParent <PlayerControllerBen>(); // Acivate shield on player playerControllerBen.shieldActive = true; playerControllerBen.shieldTimer = powerUpTimer; } Destroy(gameObject); } }
private void Start() { rightFingerId = -1; sceneController = GameObject.FindGameObjectWithTag("SceneController").GetComponent <SceneControll>(); shootingButtonPressed = false; meleeScript = GetComponentInChildren <MeleeAttack>(); ammoHealthScript = GetComponent <PlayerHealthAmmo>(); camDistance = mainCamera.transform.localPosition.z; cameraCam = mainCamera.GetComponent <Camera>(); startCamPos = mainCamera.transform.localPosition; startFOV = cameraCam.fieldOfView; crossImage = cross.GetComponent <Image>(); aiming = false; nonAimingButton.SetActive(false); shootingButton.SetActive(false); controller = GetComponent <CharacterController>(); animator = player.GetComponent <Animator>(); startCrossColor = crossImage.color; reloadImgItself = reloadImg.GetComponent <Image>(); reloadImg.SetActive(false); meleeObject.SetActive(false); shootingAudioSource = shootPoint.GetComponent <AudioSource>(); tanyaSoundSource = GetComponent <AudioSource>(); startStepPos = transform.position; shootlight = shootPoint.GetComponent <Light>(); shootlight.enabled = false; startIntensity = shootlight.intensity; //flashlight = shootPoint.transform.GetChild(0).gameObject.GetComponent<Light>(); //flashlight.cookie = lightCookie; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" & !damaged) { PlayerHealthAmmo playerScript = other.gameObject.GetComponent <PlayerHealthAmmo>(); damaged = true; playerScript.TakeDamage(Random.Range(5f, 15f)); } }
private void Start() { controllScript = GetComponent <TanyaRifleControll>(); reloadImgItself = reloadImg.GetComponent <Image>(); crossImgItself = aimingCross.GetComponent <Image>(); crossColor = crossImgItself.color; meleeScript = GetComponentInChildren <MeleeAttack>(); ammoScript = GetComponent <PlayerHealthAmmo>(); reloadImg.SetActive(false); meleeObject.SetActive(false); }
private void OnEnable() { // When the player is spawned, make sure it's not kinematic. player.isKinematic = false; // Set the power-up flags to inactive helmActive = false; shieldActive = false; // Set the collision flag to false isHit = false; playerHealthAmmo = GetComponent <PlayerHealthAmmo>(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { PlayerHealthAmmo ammoScript = other.gameObject.GetComponent <PlayerHealthAmmo>(); if (ammoScript.ammo != ammoScript.maxAmmo) { ammoScript.AddAmmo(Random.Range(minAmmo, maxAmmo)); } GameObject effect = ammoEffect; Instantiate(effect, other.gameObject.transform.position + Vector3.up * 0.7f, Quaternion.identity, other.gameObject.transform); //sceneController.ammoInGame.Remove(this.gameObject); DestroyLoot(); } }
//void Awake() void Start() { soundTimer = Random.Range(1f, 8f); zombieSound = GetComponent <AudioSource>(); dead = false; agent = GetComponent <NavMeshAgent>(); zombie = transform.GetChild(0).transform.GetChild(1).gameObject; mat = zombie.GetComponent <Renderer>().material; animator = transform.GetChild(0).GetComponent <Animator>(); startCol = mat.color; startHealth = health; animator.SetFloat("cycleOffset", Random.Range(0f, 1f)); localSceneController = GameObject.FindGameObjectWithTag("SceneController").GetComponent <SceneControll>(); //player = GameObject.FindGameObjectWithTag("Player"); player = localSceneController.player; playerScript = player.GetComponent <PlayerHealthAmmo>(); captureSpot.GetComponent <CapturePoint>().zombiesInGame.Add(this.gameObject); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { PlayerHealthAmmo healthScript = other.gameObject.GetComponent <PlayerHealthAmmo>(); if (healthScript.playerHealth != healthScript.maxPlayerHealth) { healthScript.Heal(Random.Range(minHeal, maxHeal)); GameObject effect = healEffect; Instantiate(effect, other.gameObject.transform.position, Quaternion.identity, other.gameObject.transform); DestroyLoot(); } else { healthScript.Heal(0); } } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" & timer == 0f) { SaveSystem.SavePlayer(sceneController); PlayerControll controllScript = other.gameObject.GetComponent <PlayerControll>(); PlayerHealthAmmo healthAmmoScript = other.gameObject.GetComponent <PlayerHealthAmmo>(); sceneController.savedAmmo = healthAmmoScript.ammo; sceneController.savedShot = controllScript.shot; sceneController.savedHealth = healthAmmoScript.playerHealth; sceneController.savedPlayerPos = other.transform.position; sceneController.fromStart = false; //sceneController.killedInGame = timer = timerReload; //saveIcon = other.gameObject. saveIconUI = controllScript.saveIcon; StartCoroutine(SaveIconVisible()); saveIcon.SetActive(false); } }
public void Setup() { // Get references to the components. playerController = instance.GetComponent <PlayerControllerBen>(); playerHealthAmmo = instance.GetComponent <PlayerHealthAmmo>(); // Set the player numbers to be consistent across the scripts. playerController.playerNumber = playerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the character's color and the player's number. coloredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(playerColor) + ">PLAYER" + "</color>"; playerHealthAmmo.playerArrowUI.color = playerColor; // Get all of the renderers of the character. MeshRenderer[] renderers = instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set the shield color to the default color... if (renderers[i].gameObject.name == "Shield") { renderers[i].material = shieldMat; } else if (renderers[i].gameObject.tag == "ThimbleHelm") { renderers[i].material.color = helmMat.color; } // ... set the eye color to black... else if (renderers[i].gameObject.tag == "Eye") { renderers[i].material.color = Color.black; } else { // ... and set their material color to the color specific to this character. renderers[i].material.color = playerColor; } } }
//void Awake() void Start() { LoadData(); if (!inMenu) { currentSceneIndex = SceneManager.GetActiveScene().buildIndex; paused = false; GameObject playerToSpawn = playerPrefab; PlayerControll controllP = playerToSpawn.GetComponent <PlayerControll>(); PlayerHealthAmmo controllHA = playerToSpawn.GetComponent <PlayerHealthAmmo>(); died = false; if (fromStart) { killedInGame = 0; controllP.shot = 0; controllHA.playerHealth = controllHA.maxPlayerHealth; controllHA.ammo = startAmmo; Instantiate(playerToSpawn, startplayerPos + Vector3.up * 0.1f, Quaternion.identity); } else { killedInGame = savedKilledInGame; controllP.shot = savedShot; controllHA.playerHealth = savedHealth; controllHA.ammo = savedAmmo; Instantiate(playerToSpawn, savedPlayerPos + Vector3.up * 0.1f, Quaternion.identity); } UnPause(); player = GameObject.FindGameObjectWithTag("Player"); capturePoint = GameObject.FindGameObjectsWithTag("Capturepoint"); } else { savedAmmo = startAmmo; savedHealth = 100f; savedShot = 0; savedPlayerPos = Vector3.zero; } }
void OnTriggerEnter(Collider other) { hitVel = rb.velocity; hitDir = rb.transform.forward; if (other.tag == "Player") { targetRigidbody = other.GetComponentInParent <Rigidbody>(); playerControllerBen = targetRigidbody.GetComponent <PlayerControllerBen>(); playerHealthAmmo = targetRigidbody.GetComponent <PlayerHealthAmmo>(); // If the needle has been thrown and has hit another player if (!collectable) { // Read the targeted player's health and damage/kill it if (!playerControllerBen.helmActive) { if (playerHealthAmmo.isDead) { tempDeathParticle = Instantiate(playerDeathParticles, other.transform.position, other.transform.rotation) as ParticleSystem; tempDeathParticle.Play(); Destroy(tempDeathParticle.gameObject, 2f); } else { playerHealthAmmo.TakeDamage(damage); SoundManager.instance.RandomizeSfx(0.9f, playerHitSounds).Play(); // Create hit particles tempCollisionParticle = Instantiate(PlayerHitParticles, other.transform.position, other.transform.rotation) as ParticleSystem; tempCollisionParticle.Play(); Destroy(tempCollisionParticle.gameObject, 2f); } } // Return the needle to the player who threw the needle if (shooter != null && shooter.GetComponent <PlayerHealthAmmo>().currentAmmo < 4) { shooter.GetComponent <PlayerHealthAmmo>().currentAmmo++; } // If the needle was generated by a box, give the needle to the player hit else if (playerHealthAmmo.currentAmmo < 4) { playerHealthAmmo.currentAmmo++; } gameObject.SetActive(false); rb.isKinematic = false; } // Otherwise let the player pick up the needle else if (playerHealthAmmo.currentAmmo < 4) { playerHealthAmmo.currentAmmo++; gameObject.SetActive(false); rb.isKinematic = false; transform.parent = null; } rb.velocity = Vector3.zero; } if (other.tag == "Box" && transform.parent == null) { rb.velocity = Vector3.zero; transform.parent = other.transform; boxManager = other.GetComponent <BoxManager>(); boxManager.BoxDamage(boxDamage); if (boxManager.isDestroyed) { other.gameObject.GetComponent <Collider>().enabled = false; foreach (Transform child in other.transform) { child.gameObject.SetActive(false); child.gameObject.GetComponent <Rigidbody>().isKinematic = false; } other.transform.DetachChildren(); gameObject.SetActive(false); rb.isKinematic = false; // signal if current box has been hit and create explosion tempDeathParticle = Instantiate(BoxDeathParticles, other.transform.position, other.transform.rotation) as ParticleSystem; tempDeathParticle.Play(); Destroy(tempDeathParticle.gameObject, 2f); } else { SoundManager.instance.RandomizeSfx(0.9f, boxHitSounds).Play(); tempCollisionParticle = Instantiate(BoxHitParticles, transform.position, transform.rotation) as ParticleSystem; tempCollisionParticle.Play(); Destroy(tempCollisionParticle.gameObject, 2f); } } if (other.tag == "Reflective" && transform.parent == null) { SoundManager.instance.RandomizeSfx(0.5f, needleRicochets).Play(); Vector3 deflectDir = Vector3.Reflect(hitDir, other.transform.up); deflectDir.y = 0; transform.forward = deflectDir; rb.velocity = transform.forward * hitVel.magnitude; } if (other.tag == "WoolBall") { SoundManager.instance.PlaySingle(1f, needleHitWoolBall); rb.velocity = Vector3.zero; transform.parent = other.transform; } }