void Start() { // fetch components on the same gameObject m_Controller = GetComponent <CharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject); m_WeaponsManager = GetComponent <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject); m_PlayerUpgradeManager = GetComponent <PlayerUpgradeManager>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerUpgradeManager, PlayerCharacterController>(m_PlayerUpgradeManager, this, gameObject); m_Health = GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject); m_Controller.enableOverlapRecovery = true; m_Health.onDie += OnDie; if (isInvincible) { m_Health.invincible = true; } // force the crouch state to false when starting SetCrouchingState(false, true); UpdateCharacterHeight(true); isDead = false; }
void Start() { initScale = transform.localScale; workbenchTrigger = GameObject.Find("WorkbenchTrigger"); player = GameObject.Find("Player"); playerUpgrades = player.gameObject.GetComponent <PlayerUpgradeManager>(); upgradeHighlightChild = transform.GetChild(0).GetComponent <MeshRenderer>(); }
private void Awake() { _upgradeManager = FindObjectOfType <PlayerUpgradeManager>(); _architect = FindObjectOfType <Architect>(); _hideAndReveal = FindObjectOfType <HideAndReveal>(); _shipRigidBody = _upgradeManager.GetComponent <Rigidbody2D>(); }
public override void Select(PlayerUpgradeManager playerUpgradeManager) { if (playerInSelectionRadius && !selected && !open) { selected = true; _playerUpgradeManager = playerUpgradeManager; OnSelect(); } }
public override void Unselect() { if (selected && !open) { selected = false; _playerUpgradeManager = null; OnUnselect(); } }
// Start is called before the first frame update private void OnEnable() { _playerUpgradeManager = GameObject.Find("Player").GetComponent <PlayerUpgradeManager>(); textActivatedTime = 0f; numPickupsText.text = " x 0"; upgradeText.text = ""; Debug.Log(numPickupsText.text); upgradeText.gameObject.SetActive(false); }
void Awake() { if (mManager == null) { mManager = this; DontDestroyOnLoad(this); } else if (mManager != this) { Destroy(gameObject); } }
// this method shouldnt really take an upgradeController but it was the best way for me to attach it to the onpick event while keeping handleonpick as an abstract method public void PlayPickupFeedback(PlayerUpgradeManager upgradeController) { if (m_HasPlayedFeedback) { return; } if (pickupSFX) { AudioUtility.CreateSFX(pickupSFX, transform.position, AudioUtility.AudioGroups.Pickup, 0f); } if (pickupVFXPrefab) { var pickupVFXInstance = Instantiate(pickupVFXPrefab, transform.position, Quaternion.identity); } m_HasPlayedFeedback = true; Destroy(gameObject); }
// Start is called before the first frame update private void Start() { playerInSelectionRadius = false; open = false; _playerUpgradeManager = GameObject.Find("Player").GetComponent <PlayerUpgradeManager>(); //set initial position Transform playerTransform = UnityEngine.Object.FindObjectOfType <PlayerCharacterController>().transform; Vector2 randomPoint = UnityEngine.Random.insideUnitCircle; Vector3 spawnPosition = new Vector3(randomPoint.normalized.x * _initialDistanceFromPlayer, 0, randomPoint.normalized.y * _initialDistanceFromPlayer); spawnPosition += new Vector3(playerTransform.position.x, 0f, playerTransform.position.z); transform.Translate(spawnPosition); transform.LookAt(playerTransform); selectable = true; startTime = Time.time; OnStart(); }
// Start is called before the first frame update void Start() { _upgradeManager = FindObjectOfType <PlayerUpgradeManager>(); _eventHandler = FindObjectOfType <GameEventHandler>(); }
protected override void HandleOnPick(PlayerUpgradeManager upgradeManager) { upgradeManager.AddUtilityPickup(); }
private void Awake() { _eventHandler = FindObjectOfType <GameEventHandler>(); _upgradeManager = FindObjectOfType <PlayerUpgradeManager>(); }
protected abstract void HandleOnPick(PlayerUpgradeManager upgradeController);
void Start() { manager = GameObject.Find("Player").GetComponent <PlayerUpgradeManager>(); }
protected override void HandleOnPick(PlayerUpgradeManager upgradeController) { upgradeController.AddBasicPickup(); }
// Start is called before the first frame update void Awake() { // Find projectile from ShipBehavior _upgradeManager = FindObjectOfType <PlayerUpgradeManager>(); _eventHandler = FindObjectOfType <GameEventHandler>(); }
protected override void HandleOnPick(PlayerUpgradeManager upgradeManager) { upgradeManager.AddMovementPickup(); }
public abstract void Select(PlayerUpgradeManager playerUpgradeManager);
void Start() { player = GameObject.Find("Player").GetComponent <PlayerUpgradeManager>(); text = GetComponent <TextMesh>(); }