override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Input.GetMouseButtonDown(0)) { PlayerShootController.shoot(); } }
public void Start() { Time.timeScale = 1; pauseObjects = GameObject.FindGameObjectsWithTag("ShowOnPause"); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> (); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerShootController> (); hidePaused(); }
private void Construct(PlayerMoveController moveController, PlayerShootController shootController, PlayerHealthController healthController) { _moveController = moveController; _shootController = shootController; _healthController = healthController; }
protected override void ActiveBoost(Collider2D other) { PlayerShootController playerShootController = other.GetComponent <PlayerShootController>(); if (playerShootController != null) { playerShootController.IncreaseFireRate(_fireRateIncreaseValue); } }
protected override void ActiveBoost(Collider2D other) { PlayerShootController playerShootController = other.GetComponent <PlayerShootController>(); if (playerShootController != null) { playerShootController.IncreaseProjectile(); } }
void Start() { playerController = GetComponent <PlayerMovementController>(); playerShooting = GetComponent <PlayerShootController>(); if (lineRenderer == null) { lineRenderer = GetComponent <LineRenderer>(); } }
void Start() { motor = GetComponent <PlayerMotor>(); shootController = GetComponent <PlayerShootController>(); thisPlayer = GetComponent <Player>(); equipment = GetComponent <PlayerEquipment>(); equipedWeapon = equipment.GetWeapon(selectedWeapon); }
private void Awake() { controller = new PlayerController(this); cameraControl = GetComponent <CameraController>(); view = GetComponent <View>(); moveControl = GetComponent <MoveController>(); lifeControl = GetComponent <PlayerLifeController>(); adrenalineControl = GetComponent <PlayerAdrenalinController>(); pointsControl = GetComponent <PlayerPointsController>(); shootControl = GetComponent <PlayerShootController>(); audioControl = GetComponent <PlayerAudioController>(); strategyControl = GetComponent <PlayerStrategyController>(); }
private void Awake() { shootControl = GetComponent <PlayerShootController>(); moveControl = GetComponent <MoveController>(); _normalStrategy = new NormalStrategy(this, 20, 70, 2, 5, 0.35f); _agressiveUltimateStrategy = new AgressiveUltimate(this, 30, 50, 5, 8, 0.2f); _precisionUltimateStrategy = new PrecisionUltimate(this, 80, 70, 10, 15, 0.5f); _rewindUltimateStrategy = new RewindUltimate(this, 20, 70, 3, 5, 0.2f); _allStrategies.Add(_normalStrategy); _allStrategies.Add(_agressiveUltimateStrategy); _allStrategies.Add(_precisionUltimateStrategy); _allStrategies.Add(_rewindUltimateStrategy); ChangeStrategy(Strategy.Normal); }
PlayerShootController playerShootController; //Holds reference to player's shooting/gun script void Awake() { //Create references playerShootController = FindObjectOfType <PlayerShootController>(); }
public void Start() { _shootController = GetComponent <PlayerShootController>(); }
bool isDamaged = false; //If the player is currently taking damage. void Awake() { levelController = FindObjectOfType <LevelController>(); firstPersonController = FindObjectOfType <FirstPersonController>(); playerShootController = FindObjectOfType <PlayerShootController>(); }