private void Start() { shake = GetComponent <CameraShake>(); playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); playerHealthUI = playerHealth.GetComponent <PlayerHealthUI>(); playerHealth.onDamage += CallShake; }
void Start() { currentHealth = startHealth; rb2D = GetComponent <Rigidbody2D>(); playerHealthUI = GameObject.FindGameObjectWithTag("HealthUI").GetComponent <PlayerHealthUI>(); spriteRenderer = transform.Find("Sprite").GetComponent <SpriteRenderer>(); startColor = spriteRenderer.color; }
public void Start() { healthUI = GetComponent <PlayerHealthUI>(); enemies = FindObjectsOfType <EnemyState>().ToList(); enemies2 = FindObjectsOfType <EnemyState2>().ToList(); currentAmmo = maxAmmo; LoadSpaceShift(player[0]); isShifted = false; isFacingRight = true; }
private void Awake() { if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; } }
public void DetermineDisplay(PlayerHealthUI pHealthUI, int curHealth) { if (pHealthUI == null) { return; } if (curHealth <= -1 && spriteStart == deathStart) { return; //Ensure that messages are not spammed when there is no more health to go } CheckHealth(curHealth); }
private void Start() { rigidBody = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); playerHealthScript = GameObject.Find("Heart Storage").GetComponent <PlayerHealthUI>(); // Initialize speed maxSpeed = 4.0f; movement = new PlayerMovement(maxSpeed); // Initialize health maxHealth = 3.0f; health = maxHealth; playerHealthScript.UpdateHealth(); }
void Start() { playerHealthUI = GetComponent<PlayerHealthUI>(); PlayerReference.RefreshPlayersUI(); }
// called when the player dies. should reset the level once the level system is implemented. private void Start() { playerHealthUI = GameObject.Find("PlayerHealthUI").GetComponent <PlayerHealthUI>(); player = GameObject.FindGameObjectWithTag("Player"); }