private void Awake() { instance = this; playerMain = GetComponent <PlayerMain>(); characterBase = gameObject.GetComponent <Character_Base>(); material = transform.Find("Body").GetComponent <MeshRenderer>().material; materialTintColor = new Color(1, 0, 0, 0); }
private void Awake() { playerSword = GetComponent <PlayerSword>(); levelSystem = new LevelSystem(); levelSystemAnimated = new LevelSystemAnimated(levelSystem); playerSkills = new PlayerSkills(); playerSkills.OnSkillUnlocked += PlayerSkills_OnSkillUnlocked; }
void Start() { InventoryGUI = GameObject.FindGameObjectWithTag("InventoryGUI"); weaponSlot = GameObject.FindGameObjectWithTag("Player").transform.Find("SwordSlot").gameObject; weaponToolTip = InventoryGUI.transform.Find("Weapon Tool Tip").gameObject; playerSwordSlot = GameObject.FindGameObjectWithTag("SwordSlot").GetComponent <PlayerSword>(); playerShieldSlot = GameObject.FindGameObjectWithTag("ShieldSlot").GetComponent <PlayerShield>(); }
void Start() { attackBoots = GetComponent <PlayerBoots>(); attackHelmet = GetComponent <PlayerHelmet>(); attackSword = sword.GetComponent <PlayerSword>(); attackBoots.enabled = false; attackHelmet.enabled = false; attackSword.enabled = false; sword.SetActive(false); }
private void Awake() { Instance = this; playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerSword = GetComponent <PlayerSword>(); playerBase.enabled = true; playerPunch.enabled = false; playerSword.enabled = false; healthPotionAmount = 1; }
private void Awake() { characterAimBase = GetComponent <CharacterAim_Base>(); playerAim = GetComponent <PlayerAim>(); playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerSword = GetComponent <PlayerSword>(); playerBase.enabled = false; playerPunch.enabled = false; playerSword.enabled = false; characterAimBase.OnShoot += CharacterAimBase_OnShoot; }
void ThrowGrenade() { GameObject instantiatedProjectile = Instantiate(bomb, throwPoint.gameObject.transform.position, gameObject.transform.rotation) as GameObject; Rigidbody2D rb = instantiatedProjectile.GetComponent <Rigidbody2D> (); if (Mm.facingright) { rb.AddForce(transform.right * throwForce, ForceMode2D.Impulse); } else if (Mm.facingright == false) { rb.AddForce(-transform.right * throwForce, ForceMode2D.Impulse); } gameObject.SetActive(false); PlayerSword.SetActive(true); }
public void Update() { if (Input.GetMouseButtonDown(0)) { Inventory.Instance.EquipItem(Inventory.Instance.EquippedWeapon.ItemId); _playerSword = _swordParent.GetComponentInChildren <PlayerSword>(); _animator.SetTrigger("Attack"); _playerSword.Attack(); } else if (Input.GetMouseButtonDown(1)) { _animator.SetBool("Defensive", true); } else if (Input.GetMouseButtonUp(1)) { _animator.SetBool("Defensive", false); } }
[HideInInspector] public bool commandSwitching; //don't allow commands while switching // Use this for initialization void Awake() { switch (numCommands) { case 2: Instantiate(HUD [0]); break; case 3: Instantiate(HUD [1]); break; //etc } canDash = true; hasSword = true; dashing = false; attackCombo = new bool[COMBONUM]; attacking = false; attackLock = true; dashCharges = numDashes; Physics2D.IgnoreLayerCollision(8, 9, false); //prevent invincability by dashing into transition for (int i = 0; i < COMBONUM; i++) { attackCombo[i] = false; } canAttack = true; pm = GetComponent <PlayerMovement> (); sfx = GetComponent <SFXManager> (); rb = GetComponent <Rigidbody2D> (); an = GetComponent <Animator> (); gs = GetComponent <GhostSprites> (); ps = GetComponentInChildren <PlayerSword> (); ph = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUD> (); php = GetComponent <PlayerHealth> (); php.ph = ph; for (int i = 0; i < numCommands; i++) { commands [i] = Instantiate(commandsOriginals [chosenCommands[i]]).GetComponent <PlayerCommand>(); } gs.ClearTrail(); selectedCommand = 1; canCommand = true; damageColliderOriginalOffset = php.damageCollider.offset; }
// Use this for initialization public void OnStart() { player = GameObject.FindGameObjectWithTag("Player"); pm = player.GetComponent <PlayerMovement> (); rb = player.GetComponent <Rigidbody2D> (); an = player.GetComponent <Animator> (); ps = player.GetComponentInChildren <PlayerSword> (); ph = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUD> (); php = player.GetComponent <PlayerHealth> (); pc = player.GetComponent <PlayerCombat> (); //rechargeDelay = 0; if (rechargeDelay <= 0) { canUse = true; } else { canUse = false; } }
protected override void PickUpObject(GameObject other) { base.PickUpObject(other); PickUpManager manager = other.GetComponent <PickUpManager>(); PlayerSword swordComponent = sword.GetComponentInChildren <PlayerSword>(); if (swordComponent.tagCustom == "Weapon") { if (manager.Weapons.Count <= 5) { manager.Weapons.Add(sword); } else { return; } } swordComponent.weaponDamage = setDamage; swordComponent.knockBackForce = setKnockBack; swordComponent.name = setName; swordComponent.tagCustom = setTag; Destroy(this.gameObject); }