Example #1
0
    // Use this for initialization
    void Start()
    {
        playerStateEffect = gameObject.GetComponentInChildren <PlayerStateEffect>();
        audioScript       = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioScript>();
        movement          = GetComponent <PhysicMovement1>();
        LevelCam          = GameObject.FindWithTag("MainCamera").GetComponent <MultiTargetCamera>();
        LevelCam.AddTarget(transform);
        roundManager = GameObject.Find("GameManager1").GetComponent <RoundManager>();
        vfxWin       = this.gameObject.transform.Find("VFX_Win").gameObject.GetComponent <ParticleSystem>();
        vfxWin2      = this.gameObject.transform.Find("VFX_Win2").gameObject.GetComponent <ParticleSystem>();

        currHealth = maxHealth;
        roundManager.alivePlayers.Add(this.gameObject);
        currentState = PLAYER_STATE.ALIVE;
        SetPlayerState();
        SetColor();
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        menuSel           = FindObjectOfType <MenuSelection>();
        player            = gameObject;
        ragdollmode       = player.GetComponentInChildren <FullRagdollMode>();
        characterJoint    = player.GetComponentInChildren <CharacterJoint>();
        health            = GetComponent <PlayerHealth>();
        playerStateEffect = gameObject.GetComponentInChildren <PlayerStateEffect>();
        playerIcon        = gameObject.GetComponentInChildren <PlayerIconScript>();
        tankTextureSpeed  = gameObject.GetComponentInChildren <TankTextureSpeed>();

        lowTwistLimitOriginal         = characterJoint.lowTwistLimit;
        highTwistLimitOriginal        = characterJoint.highTwistLimit;
        originalTimerUntilDizzyTime   = timerUntilDizzyTime;
        originalBackToNormalTimerTime = backToNormalTimerTime;

        canMove = true;
        SetControls();

        brakeTorqu          = brakingForce;
        rb                  = GetComponent <Rigidbody>();
        rb.centerOfMass     = com;
        charUpR             = GetComponent <CharacterUpright>();
        charUpR.keepUpright = false;

        //Setting wheeldamping to each wheel because it doest work through unity editor otherwise
        leftWheelCol1.wheelDampingRate   = wheelDamp;
        leftWheelCol2.wheelDampingRate   = wheelDamp;
        leftWheelCol3.wheelDampingRate   = wheelDamp;
        leftWheelCol4.wheelDampingRate   = wheelDamp;
        rightWheelCol1.wheelDampingRate  = wheelDamp;
        rightWheelCol2.wheelDampingRate  = wheelDamp;
        rightWheelCol3.wheelDampingRate  = wheelDamp;
        rightWheelCol4.wheelDampingRate  = wheelDamp;
        middleWheelCol1.wheelDampingRate = wheelDamp;
        middleWheelCol2.wheelDampingRate = wheelDamp;
        middleWheelCol3.wheelDampingRate = wheelDamp;
        StartCoroutine(RecoveryTimer(3));
    }