private void Start() { m_playerSounds = GetComponent <PlayerSounds>(); m_RigidBody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); mouseLook.Init(transform, cam.transform); }
void Start() { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <HealthTracker>(); cameraShake = Camera.main.GetComponent <ScreenEffects>(); playerSounds = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PlayerSounds>(); _anim = GetComponentInChildren <Animator>(); }
// Use this for initialization void Start() { m_playerSounds = GetComponent <PlayerSounds> (); m_playerController = GetComponent <PlayerController> (); m_player = GetComponent <Player> (); }
// Start is called before the first frame update void Start() { animator = GetComponentInParent <Animator>(); gunSprite = GetComponentInChildren <SpriteRenderer>(); playerInput = GetComponentInParent <PlayerInput>(); playerSounds = GetComponentInParent <PlayerSounds>(); }
//Used for the initialization of internal, non-object variables void Awake() { maxHealth = DEFAULT_MAX_HEALTH; maxStamina = DEFAULT_MAX_STAMINA; movementSpeed = STARTING_SPEED; health = maxHealth; isAlive = true; stamina = maxStamina; this.SetStaminaRecovery(true); status = Parameters.PlayerStatus.Default; canInteract = true; CurrentInteractable = null; ActionFsm = new StateMachine <Player>(this); State <Player> startState = new IdleState(this, this.ActionFsm); ActionFsm.InitialState(startState); anim = this.GetComponent <Animator>(); selfCollider = this.GetComponentInChildren <Collider>(); bodyVisual = this.transform.FindChild("Billboard").gameObject; electricCurrentVisual = this.transform.FindChild("Electric Current Visual").gameObject; deathVisual = this.transform.FindChild("Death Animation").gameObject; Sounds = GetComponent <PlayerSounds>(); }
public AbilityManager(PlayerController _pc) { pc = _pc; playerSounds = pc.gameObject.GetComponent <PlayerSounds>(); playerSounds.Initialize(); abilities = new Ability[2]; //atm two hardcoded abilities, will refactor to make it scalable (do as i say, not as i do) }
void Update() { if (Input.GetKeyDown(KeyCode.LeftShift)) { speed = (UserInfo.speed + 2f); Debug.Log("shift" + (UserInfo.speed + 2f)); } if (Input.GetKeyUp(KeyCode.LeftShift)) { speed = UserInfo.speed; } if (Input.GetKeyDown(KeyCode.Space)) { PlayerSounds.PlaySounds("jump"); } if (Input.GetKeyDown(KeyCode.E)) { if (isShop == true) { if (Shop.activeSelf == false) { Shop.SetActive(true); } else { Shop.SetActive(false); } } } if (currentScreen == "Screen1" || currentScreen == "Screen2") { txtScores.text = Enemy.enemyRemains.ToString(); } }
private void Start() { m_PlayerSounds = GetComponentInParent <PlayerSounds>(); motionBob.Setup(Camera, StrideInterval); m_OriginalCameraPosition = Camera.transform.localPosition; // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition); }
public PlayerData(PlayerInputConfiguration input, int characterIndex, int playerIndex, PlayerSounds sounds) { this.input = input; this.characterIndex = characterIndex; this.playerIndex = playerIndex; this.sounds = sounds; }
void Start() { DontDestroyOnLoad(gameObject); NW_GameLogic.ChangeDimensionEvent += OnChangeDimension; //NW_GameLogic.GameStartedEvent += OnGameStarted; gun = GetComponentInChildren <Gun>(); audioSource = GetComponent <AudioSource>(); playerSounds = GetComponent <PlayerSounds>(); if (isLocalPlayer) { Input.gyro.enabled = true; cameraMounting = Camera.main.transform.parent; //transform.SetParent(cameraMounting); bodyTransform = GetComponentInChildren <PlayerOrbit>().transform; CmdCountPlayers(); } CreateUIEntry(isLocalPlayer); //gameObject.SetActive(false); }
public override void ActOnTrigger(Collider hitCollider) { base.ActOnTrigger(hitCollider); if (hitCollider.GetComponent <Triggable>() != null) { hitCollider.GetComponent <Triggable>().OnPlayerTriggerEnter(hitCollider); } if (hitCollider.GetComponent <LoadScene>() != null) { GameManager.instance.LoadScene(hitCollider.GetComponent <LoadScene>().sceneIndex); } if (hitCollider.tag.Equals("Killzone")) { GameManager.instance.player.playerValues.Die(); } PlayerSounds playerSounds = player.GetComponent <PlayerSounds>(); if (playerSounds != null) { playerSounds.PlayTriggerSound(hitCollider); } }
private void OnTriggerEnter2D(Collider2D collision) { string nameCol = collision.gameObject.tag; if (nameCol == "Screen2") { if (Enemy.enemyRemains == 0) { StartCoroutine(updateUser(UserInfo.UserID, "2", Enemy.coins.ToString(), "Screen2")); } else { txtAlert.gameObject.SetActive(true); } } if (nameCol == "Enemy") { maxHealth -= 1; healthBar.SetHealth(maxHealth); PlayerSounds.PlaySounds("hurt"); if (maxHealth <= 0) { PlayerSounds.PlaySounds("die"); GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; GetComponent <BoxCollider2D>().enabled = false; GetComponent <Attack>().enabled = false; this.enabled = false; anim.SetBool("Die", true); } } if (nameCol == "Heart") { PlayerSounds.PlaySounds("health"); maxHealth += 1; healthBar.SetHealth(maxHealth); if (maxHealth == 8) { maxHealth = 8; } Destroy(collision.gameObject); } if (nameCol == "BossKey") { if (Enemy.enemyRemains == 0) { Destroy(collision.gameObject); StartCoroutine(updateUser(UserInfo.UserID, "3", Enemy.coins.ToString(), "Screen3")); } else { txtAlert.gameObject.SetActive(true); } } if (nameCol == "FireBall") { Destroy(collision.gameObject); } }
void Start() { _block = GetComponent<PlayerBlock>(); _inputToggle = GetComponent<ToggleEnableInput>(); _playersounds = GetComponent<PlayerSounds>(); _movement = GetComponent<PlayerMovement>(); _rigidBody = GetComponent<Rigidbody>(); }
void Die() { _playerSounds = FindObjectOfType <PlayerSounds>(); _playerSounds.Death(); animator.SetBool("isDead", true); isDead = true; Respawn(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerSounds playerSounds = other.GetComponentInChildren <PlayerSounds>(); playerSounds.PlaySplash(); } }
//-----Unity Functions-------------------------------------------------------------------------------------------------------- void Awake() { playerData = GetComponent <PlayerData>(); keyBind = GetComponent <KeyBindings>(); playerSounds = GetComponent <PlayerSounds>(); rightMelee = transform.Find("RightSwordBox"); leftMelee = transform.Find("LeftSwordBox"); }
private void Awake() { _movementController = GetComponent <PlayerMovementController>(); _combatController = GetComponent <PlayerCombatController>(); _playerSounds = GetComponent <PlayerSounds>(); UIManager.OnHeal += Heal; SceneManager.activeSceneChanged += EnablePlayer; }
private void Start() { lastPos = transform.position; anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); cc = GetComponent <CharacterController>(); playerSounds = transform.Find("Sounds").GetComponent <PlayerSounds>(); }
void Start() { healthBar = GetComponentInChildren <HealthBar>(); tintControl = GetComponentInChildren <TintControl>(); sR = GetComponentInChildren <SpriteRenderer>(); playerSounds = GetComponent <PlayerSounds>(); alpha = Color.white; //enabledPowerUps.Add(dash); }
// Start is called before the first frame update void Start() { body = this.GetComponent <Rigidbody2D>(); colider = this.GetComponent <CircleCollider2D>(); //Sunet playerSoundManager = this.gameObject.GetComponent <PlayerSounds>(); //END Sunet }
private void Awake() { bluePressed = yellowPressed = redPressed = false; timeSinceLastShot = Time.time; playerMovement = GetComponent <PlayerMovement> (); playerSounds = GetComponent <PlayerSounds> (); playerHealth = GetComponent <PlayerHealth> (); }
private void Awake() { _rigidBody = GetComponent <Rigidbody>(); _transform = transform; items = new List <Item>(); IsActive = false; m_PlayerSounds = gameObject.GetComponent <PlayerSounds>(); }
void Start() { target = FindObjectOfType <Base>().transform; player = FindObjectOfType <Player>(); audioSource = player.GetComponent <AudioSource>(); playerSounds = player.GetComponent <PlayerSounds>(); healthComponent = GetComponent <HealthComponent>(); }
// Start is called before the first frame update void Start() { _controls = ReInput.players.GetPlayer(0); _rb = GetComponent <Rigidbody2D>(); _animator = GetComponentInChildren <Animator>(); _horizontalMovementForce = new Vector2(0, 0); SoundPlayer = GetComponent <PlayerSounds>(); }
void Start() { topMinIntensity = topSpotlight.intensity; sceneMaxIntensity = sceneLights[0].intensity; fireplaceMaxIntensity = fireplace.intensity; crowdMinHeight = crowd.localPosition.y; crowd.gameObject.SetActive(false); sounds = FindObjectOfType <PlayerSounds>(); }
// Use this for initialization void Start() { initialPosition = tongue.position; GameObject p = GameObject.FindGameObjectWithTag("Player"); player = p.GetComponent<Player>(); playerSounds = p.GetComponent<PlayerSounds>(); tongueSpeed = tongueNormalSpeed; }
void Start() { _playersounds = GetComponent<PlayerSounds>(); _rigidbody = GetComponent<Rigidbody>(); _bullsound = GetComponent<BullSound>(); if (this.tag == Tags.PLAYER) { _inputToggle = GetComponent<ToggleEnableInput>(); } }
// Use this for initialization void Start() { GameObject p = GameObject.FindGameObjectWithTag("Player"); toad = p.transform; player = p.GetComponent<Player>(); playerSounds = p.GetComponent<PlayerSounds>(); tongue = animation["Tongue"]; tongue.speed = tongueSpeed; tongue.wrapMode = WrapMode.Once; }
void Start() { shotsPerSecond = settings.shotsPerSecond; shotForce = settings.shotsForce; ObjectTilingCtrl tilingCtrl = GetComponent <ObjectTilingCtrl> (); if (tilingCtrl && tilingCtrl.isOriginal) { pSounds = GetComponent <PlayerSounds> (); } }
void Start() { capsule = GetComponent <CapsuleCollider>(); rb = GetComponent <Rigidbody>(); interactScript = GetComponent <Interactable>(); anim = GetComponent <Animator>(); playerSounds = GetComponent <PlayerSounds>(); respawnPoint = transform.position; playerInput = GetComponent <PlayerInput>(); //menuInputs = GetComponent<MenuInputs>(); }
void Start() { meshRenderer = GetComponent <MeshRenderer>(); cameraShake = FindObjectOfType <CameraShake>(); if (isKingOfDissolve) { meshRenderer.sharedMaterial.SetFloat("dissolveAmount", 0); } sounds = FindObjectOfType <PlayerSounds>(); }
// Use this for initialization void Start() { controller = GetComponent<CharacterController>(); moveDirection = new Vector3(0, 0, 0); Physics.IgnoreLayerCollision(8, gameObject.layer); playerSounds = GetComponent<PlayerSounds>(); playerPublicMethods = GetComponent<PlayerPubMethods>(); }
// Gets the approrpiate components for master. public override void SetUpReferences() { base.SetUpReferences(); particles = GetComponent <ParticleController>(); movementController = GetComponent <MovementController>(); playerProperties = GetComponent <PlayerProperties>(); sounds = GetComponentInChildren <PlayerSounds>(); }
void Start() { ch = GetComponent <CharacterController>(); sound = GetComponent <PlayerSounds>(); if (!anim) { anim = GetComponentInChildren <Animator>(); } DamageSystem.instance.OnDealDamage += Instance_OnDealDamage; DamageSystem.instance.OnDeathPlayer += Instance_OnDeathPlayer; }
void Update() { if (Time.time >= nextAttakTime) { if (Input.GetKeyDown(KeyCode.Mouse0)) { attack(); nextAttakTime = Time.time + 1f / attackRate; PlayerSounds.PlaySounds("attack"); } } }
void Awake() { sounds = GetComponent<PlayerSounds>(); }
public void Awake() { PlayerSounds.instance = this; }
void Start() { _playersounds = GetComponent<PlayerSounds>(); _bullSound = GetComponent<BullSound>(); if (this.tag == Tags.PLAYER) { _movement = GetComponent<PlayerMovement>(); _inputToggle = GetComponent<ToggleEnableInput>(); } if(this.tag == Tags.BULL || this.tag == Tags.PLAYER) { _adjustHealth = GetComponent<AdjustHealth>(); } if (this.tag == Tags.PICKUP) { _pickUp = GetComponent<HealthPickup>(); } }
void Start() { _playersounds = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerSounds>(); _health = GameObject.FindGameObjectWithTag("Player").GetComponent<Health>(); _pickUpCollider = GetComponent<BoxCollider>(); }
void Start() { playerStance = GetComponent<SpriteRenderer>(); sounds = GetComponent<PlayerSounds>(); }
private void UpdateFunction() { if (sounds == null){ sounds = PlayerSounds.instance; } if(game.gameState != GameState.RUNNING){ return; } if (sprinting){ CheckSprintDuration(); } Vector3 velocity = movement.velocity; // We copy the actual velocity into a temporary variable that we can manipulate. velocity = ApplyInputVelocityChange(velocity); // Update velocity based on input velocity = ApplyGravityAndJumping (velocity); // Apply gravity and jumping force // Save lastPosition for velocity calculation. Vector3 lastPosition = tr.position; // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. Vector3 currentMovementOffset = velocity * Time.deltaTime; // Find out how much we need to push towards the ground to avoid loosing grouning // when walking down a step or over a sharp change in slope. float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0f, currentMovementOffset.z).magnitude); if (grounded){ Gun currentGun = game.weapons.currentGun; if (currentGun.animator != null){ currentGun.animator.SetBool("hitGround", false); } currentMovementOffset -= pushDownOffset * Vector3.up; } // Reset variables that will be set by collision function groundNormal = Vector3.zero; // Move our character! movement.collisionFlags = controller.Move (currentMovementOffset); movement.lastHitPoint = movement.hitPoint; lastGroundNormal = groundNormal; // Calculate the velocity based on the current and previous position. // This means our velocity will only be the amount the character actually moved as a result of collisions. Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z); movement.velocity = (tr.position - lastPosition) / Time.deltaTime; Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z); // The CharacterController can be moved in unwanted directions when colliding with things. // We want to prevent this from influencing the recorded velocity. if (oldHVelocity == Vector3.zero) { movement.velocity = new Vector3(0f, movement.velocity.y, 0f); } else { float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; } if (movement.velocity.y < velocity.y - 0.001f) { if (movement.velocity.y < 0f) { // Something is forcing the CharacterController down faster than it should. // Ignore this movement.velocity.y = velocity.y; } else { // The upwards movement of the CharacterController has been blocked. // This is treated like a ceiling collision - stop further jumping here. jumping.holdingJumpButton = false; } } // We were grounded but just loosed grounding if (grounded && !IsGroundedTest()) { SetOffGround(); SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); // We pushed the character down to ensure it would stay on the ground if there was any. // But there wasn't so now we cancel the downwards offset to make the fall smoother. tr.position += pushDownOffset * Vector3.up; } // We were not grounded but just landed on something else if (!grounded && IsGroundedTest()) { SetOnGround(); jumping.jumping = false; SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); if (timeOfAirborne + 0.05f < Time.timeSinceLevelLoad){ sounds.PlayJumpSound(); } game.weapons.currentGun.animator.SetBool("hitGround", true); } }
// Use this for initialization void Start() { game = GameManager.instance; motor = GetComponent<CharacterMotor>(); sounds = PlayerSounds.instance; }
// find aggregated objects void Awake() { #region check aggrigated classes/components if (input == null) { input = GetComponent<PlayerInput>(); } if (movement == null || myProperties.myMovement == null) { movement = GetComponent<PlayerMovement>(); movement.myOwner = this; myProperties.myMovement = movement; } if (playerAnimation == null) { playerAnimation = GetComponent<PlayerAnimation>(); } if (playerSounds == null) { playerSounds = transform.Find("Sounds").GetComponent<PlayerSounds>(); } if (circleGesture == null) { circleGesture = GetComponent<CircleGestureReader>(); } if (updateControllers == null || updateControllers.Length == 0) { updateControllers = GetComponentsInChildren<UpdateController>(); } if (punchCircle == null) { punchCircle = transform.Find("PunchUI").GetComponent<PunchCircle>(); } if (dashCircle == null) { dashCircle = transform.Find("Geometry/DashUI").GetComponent<CooldownUI>(); } if (stompCircle == null) { stompCircle = transform.Find("StompUI").GetComponent<CooldownUI>(); } if (col == null) { col = geometry.GetComponent<Collider>(); } // parent of the actual player model if (geometry == null) { geometry = transform.Find("Geometry"); } // get Animator from player geometry if (geometry != null && anim == null) { anim = geometry.GetComponentInChildren<Animator>(); } // get punch animation event if (anim != null && animEvents == null) { animEvents = anim.GetComponent<LivingAnimationEvents>(); } if (this.myProperties.myPerception == null) { this.myProperties.myPerception = this.GetComponent<Perception>(); this.myProperties.myPerception.myOwner = this; } if (this.myProperties.myAttack == null) { this.myProperties.myAttack = transform.Find("Attacks").GetComponent<PlayerAttack>(); } //this.myProperties.myTargetting = this.GetComponent<Targetting>(); //this.myProperties.myTargetting.myOwner = this; if (input == null || movement == null || playerAnimation == null || playerSounds == null|| anim == null || animEvents == null || col == null) { Debug.LogError("Key Component Missing on " + this); this.enabled = false; return; } if (myProperties.myAttack == null || myProperties.myPerception == null || circleGesture == null || punchCircle == null) { Debug.LogError("Attack Component Missing on " + this); this.enabled = false; return; } // CHARGE INPUT TYPE if (chargeType == ChargeType.Trigger && circleGesture != null) { circleGesture.enabled = false; } #endregion StartListening(); }