private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            PlayerWeapons local = other.GetComponent <PlayerWeapons>();

            GameObject ToAddInventory = Instantiate(activWeaponToInventory, other.transform.position, Quaternion.Euler(0, 0, 0));
            ToAddInventory.SetActive(false);
            ToAddInventory.transform.SetParent(other.transform);
            //	ToAddInventory.transform.localScale =Scale;


            local.activItem = ToAddInventory;
            //Spawn a canvas.
            GameObject toSpawnCanvas = Instantiate(canvas, new Vector3(0, 100, 0), Quaternion.Euler(0, 0, 0));
            GameObject UIcanvas      = GameObject.FindGameObjectWithTag("UI");
            toSpawnCanvas.transform.SetParent(UIcanvas.transform, false);
            var canvasText = toSpawnCanvas.transform.GetChild(1);
            canvasText.GetComponent <Text>().text = this.name;

            UIcanvas.GetComponent <PopUpTextSorter> ().popUpsList.Add(toSpawnCanvas);

            Destroy(gameObject);
        }
    }
    void HandlePlayerInput()
    {
        if (!isRotating)
        {
            if (Input.GetKeyDown("right"))
            {
                playerFacing = (Directions)(((int)playerFacing + 1) % 4);
                StartCoroutine(rotatePlayer(transform.rotation, transform.rotation * Quaternion.Euler(0, -90, 0), rotationDuration));
            }
            else if (Input.GetKeyDown("left"))
            {
                StartCoroutine(rotatePlayer(transform.rotation, transform.rotation * Quaternion.Euler(0, 90, 0), rotationDuration));
                playerFacing = (Directions)(((int)playerFacing + 3) % 4); //mod on negative doesn't work, this is equivalent to subtracting 1
            }
        }

        if (!weaponDelayActive)
        {
            if (Input.GetKeyDown("up"))
            {
                spawners[(int)playerFacing].player_swing(currentWeapon);
                StartCoroutine(inputController());
            }
        }

        if (Input.GetKeyDown("down"))
        {
            currentWeapon = (PlayerWeapons)(((int)currentWeapon + 1) % numberOfWeapons);
            playerAudioSource.PlayOneShot(weaponEquipSound[(int)currentWeapon], 0.3f);
            weaponDelayActive = false;
        }
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     S = this;
     if(delays.Length!=Projectiles.Length){
         Debug.LogError("incorrect lengths for arrays in player weapons");
     }
 }
        public void player_swing(PlayerWeapons weapon)
        {
            if (enemies.Count > 0)
            {
                if (enemies[0] != null)
                {
                    if (!enemies[0].source.GetComponent <EnemyLogic>().has_attacked_flag)
                    {
                        if (enemies[0].weakness == weapon)
                        {
                            enemies[0].kill();
                            playerAudioSource.PlayOneShot(enemyDeaths[(int)weapon]);
                            enemies.RemoveAt(0);
                            TopLevel.score++;
                            TopLevel.score_text.GetComponent <Text>().text = "Score: " + TopLevel.score + "";
                            HandleScaling(mode);
                            return;
                        }
                    }
                }
            }

            playerAudioSource.PlayOneShot(weaponMiss);
            return;
        }
Example #5
0
    // Start is called before the first frame update
    void Start()
    {
        Physics2D.queriesStartInColliders = false;

        instance = this;

        rb = GetComponent <Rigidbody2D>();

        weapons      = GetComponent <PlayerWeapons>();
        playerQuests = GetComponent <PlayerQuests>();

        //Set up the melee and ranged weapons
        meleeWeapon     = weapons.getMeleeWeapon();
        longRangeWeapon = weapons.getRangedWeapon();


        //Give the player starter weapons
        inventory.addWeapon(meleeWeapon);
        inventory.addWeapon(longRangeWeapon);

        //Set up the camera offset
        offset = cam.transform.position - this.transform.position;
        camPos = cam.transform.position;

        //Set up the dash variables
        dashTime = startDashTime;
        dashTrail.gameObject.SetActive(false);
    }
Example #6
0
	public void Setup() {
		// Get references to the components.
		m_Movement = m_Instance.GetComponent<PlayerController> ();
		m_Weapons = m_Instance.GetComponent<PlayerWeapons> ();
		m_Health = m_Instance.GetComponent<PlayerHealth> ();
		m_Setup = m_Instance.GetComponent<PlayerSetup> ();

		// Get references to the child objects.
		m_Models = m_Health.m_Model;

		//Set a reference to that amanger in the health script, to disable control when dying
		m_Health.m_Manager = this;
		m_Movement.m_Manager = this;
		m_Weapons.m_Manager = this;
		m_Weapons._playerController = m_Movement;

		// Set the player numbers to be consistent across the scripts.
		m_Movement.m_PlayerNumber = m_PlayerNumber;
		m_Movement.m_LocalID = m_LocalPlayerID;

		//setup is use for diverse Network Related sync
		m_Setup.m_Color = m_PlayerColor;
		m_Setup.m_PlayerName = m_PlayerName;
		m_Setup.m_PlayerNumber = m_PlayerNumber;
		m_Setup.m_LocalID = m_LocalPlayerID;
		m_Setup.m_kills = m_Kills;

		DisableControl ();
	}
Example #7
0
 private void Start()
 {
     _playerWeapons = FindObjectOfType <PlayerWeapons>();
     _player        = _playerWeapons.gameObject;
     Drop           = _player.GetComponent <PlayerWeapons>().DropWeapon;
     OnClick        = false;
 }
    /// <summary>
    /// Called on initialization.
    /// </summary>
    void Start()
    {
        #region Player Scripts
        _characterStatus = GetComponent <CharacterStatus>();
        _playerWeapons   = GetComponent <PlayerWeapons>();
        #endregion Player Scripts

        #region GUI Components
        if (PlayerUI != null)
        {
            #region Life and Magic bars
            var lifeBar  = PlayerUI.transform.FindChild("LifeBar");
            var magicBar = PlayerUI.transform.FindChild("MagicBar");

            _healthBar = lifeBar.GetComponent <CircleBar>();
            _magicBar  = magicBar.GetComponent <CircleBar>();

            _healthBar.MaximumValue = _characterStatus.Data.MaxHealth;
            _healthBar.CurrentValue = _characterStatus.CurrentHealth;

            _magicBar.MaximumValue = _characterStatus.Data.MaxMagic;
            _magicBar.CurrentValue = _characterStatus.CurrentMagic;
            #endregion Life and Magic bars

            #region Equiped Weapons
            _primaryWeapon   = PlayerUI.transform.FindChild("PrimaryItem").FindChild("Item").GetComponent <Image>();
            _secondaryWeapon = PlayerUI.transform.FindChild("SecondaryItem").FindChild("Item").GetComponent <Image>();
            #endregion Equiped Weapons
        }
        #endregion GUI Components
    }
Example #9
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            PlayerWeapons local = other.GetComponent <PlayerWeapons>();



            // Add mite to player "inventory"
            GameObject ToAddInventory = Instantiate(WeaponToInventory, other.transform.position, Quaternion.Euler(0, 0, 0));
            ToAddInventory.SetActive(false);
            ToAddInventory.transform.SetParent(other.transform);
            ToAddInventory.transform.localScale = Scale;



            //Pop up text algorithm
            GameObject toSpawnCanvas = Instantiate(canvas, new Vector3(0, 100, 0), Quaternion.Euler(0, 0, 0));
            GameObject UIcanvas      = GameObject.FindGameObjectWithTag("UI");
            toSpawnCanvas.transform.SetParent(UIcanvas.transform, false);
            var canvasText = toSpawnCanvas.transform.GetChild(1); //("PikableWeaponText");
            canvasText.GetComponent <Text>().text = WeaponToInventory.GetComponent <WeaponStats>().weaponName;
            var canvasImage = toSpawnCanvas.transform.GetChild(2);
            canvasImage.GetComponent <Image>().sprite = WeaponToInventory.GetComponent <SpriteRenderer>().sprite;
            UIcanvas.GetComponent <PopUpTextSorter>().popUpsList.Add(toSpawnCanvas);



            local.AddItem(ToAddInventory);
            Destroy(gameObject);
        }
    }
Example #10
0
 public void Start()
 {
     weaponObj = transform.gameObject;
     PlayerWeaponsComponent  = weaponObj.GetComponentInChildren <PlayerWeapons>();
     WeaponBehaviorComponent = PlayerWeaponsComponent.CurrentWeaponBehaviorComponent;
     FPSWalkerComponent      = Camera.main.transform.GetComponent <CameraControl>().playerObj.GetComponent <FPSRigidBodyWalker>();
 }
 private void Start()
 {
     rb               = GetComponent <Rigidbody2D>();
     weapons          = GetComponent <PlayerWeapons>();
     mainCam.enabled  = true;
     overhead.enabled = false;
 }
Example #12
0
    public void BuyPriAmmo()
    {
        PlayerWeapons   weapon  = playerWeapon.GetComponent <PlayerWeapons>();
        BulletInventory bullets = playerWeapon.GetComponent <BulletInventory>();

        if (bullets.GetPriTotalBullets() < bullets.GetPriMaxTotalBullets())
        {
            int BulletsToBuy = bullets.GetPriMaxTotalBullets() - bullets.GetPriTotalBullets();
            int CashNeeded   = 20 * BulletsToBuy;

            // if hvae enough money to fill up to max total bullets
            if (weapon.GetCash() >= CashNeeded)
            {
                weapon.AddCash(-CashNeeded);
                bullets.SetPriTotalBullets(bullets.GetPriMaxTotalBullets());
            }
            else
            {
                // Not enough money to buy all of the "needed to fill up to max total bullets"
                // So we buy until have no money
                int BulletsICanBuy = weapon.GetCash() / 20;

                weapon.AddCash(-(BulletsICanBuy * 20));
                bullets.SetPriTotalBullets(bullets.GetPriTotalBullets() + BulletsICanBuy);
            }
        }
    }
 private void Awake()
 {
     _playerMotor      = GetComponent <PlayerMotor>();
     _playerWeapons    = GetComponent <PlayerWeapons>();
     _playerController = GetComponent <PlayerController>();
     _playerRenderer   = GetComponent <PlayerRenderer>();
 }
Example #14
0
    void Start()
    {
        //set up object and component references
        myTransform              = transform;//store this object's transform for optimization
        playerObjTransform       = playerObj.transform;
        mainCameraTransform      = Camera.main.transform;
        FPSPlayerComponent       = playerObj.GetComponent <TPSPlayer>();
        weaponObj                = FPSPlayerComponent.weaponObj;
        MouseLookComponent       = transform.parent.transform.GetComponent <SmoothMouseLook>();
        GunSwayComponent         = weaponObj.GetComponent <GunSway>();
        FPSWalkerComponent       = playerObj.GetComponent <FPSRigidBodyWalker>();
        IronsightsComponent      = playerObj.GetComponent <Ironsights>();
        CamAndWeapAnimsComponent = transform.parent.transform.GetComponent <CamAndWeapAnims>();
        PlayerWeaponsComponent   = weaponObj.GetComponent <PlayerWeapons>();
        InputComponent           = playerObj.GetComponent <InputControl>();
        if (playerObj.GetComponent <WorldRecenter>())
        {
            WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>();
        }
        AnimatorComponent = GetComponent <Animator>();

        offsetAmt       = offset;
        currentDistance = 0.0f;
        zoomDistance    = 0.0f;
    }
Example #15
0
	void Awake (){
		m_IsAlive = true;
		m_HealthSlider.value = m_CurrentHealth = m_BaseHealth;
		m_HealthSlider.maxValue = m_BaseHealth;
		m_Collider = GetComponent<CircleCollider2D> ();
		m_Weapons = GetComponent<PlayerWeapons> ();
	}
Example #16
0
    public void Fire()
    {
        BulletInventory bullets = GetComponent <BulletInventory>();
        PlayerWeapons   weapons = GetComponent <PlayerWeapons>();

        if (Time.timeScale == 0.0f) // if  paused, return
        {
            return;
        }

        if (weapons.GetCurrWeaponType() == "Primary")
        {
            if (bullets.ShootPrimary(1))
            {
                SpawnBullet();
            }
        }
        else if (weapons.GetCurrWeaponType() == "Secondary")
        {
            if (bullets.ShootSecondary(1))
            {
                SpawnBullet();
            }
        }
    }
Example #17
0
        public void playerSwing(PlayerWeapons weapon)
        {
            //Sloppy implementation, kills all enemies of a type in a direction
            //May want to change to only kill closest enemy
            List <enemy> toRemove = new List <enemy>();

            foreach (enemy x in enemies)
            {
                if (x.weakness == weapon)
                {
                    x.kill();
                    toRemove.Add(x);
                    //Todo Add death sound
                }
            }
            if (toRemove.Count > 0)
            {
                playerAudioSource.PlayOneShot(enemyDeaths[(int)weapon]);
            }
            else
            {
                playerAudioSource.PlayOneShot(weaponMiss);
            }
            foreach (enemy x in toRemove)
            {
                enemies.Remove(x);
                TopLevel.score++;
                if (mode != GameMode.tutorial)
                {
                    HandleScaling(mode);
                }
            }
        }
Example #18
0
    void EndLevel()
    {
        Cursor.visible  = true;
        playerFoodStore = FindObjectOfType <PlayerFoodStore>();
        playerWeapons   = FindObjectOfType <PlayerWeapons>();
        Time.timeScale  = 0.0F;
        gameUI.GameOnScreen.SetActive(false);
        gameUI.GameOverScreen.SetActive(true);

        /*
         * public Text WeaponChoice, WeaponChoiceRem, PlayerFoodStore, TimeRemaining,
         *  WeekText, FoodHarvText, FoodReqText, KyleesRemText, StatusText;
         *  HarvestReqLabel, HarvestReqText;
         */
        gameUI.gameText.WeekText.text      = CarryOverInfo.CurrentLevel.ToString();
        gameUI.gameText.FoodHarvText.text  = playerFoodStore.CurrentPlayerFoodStore.ToString();
        gameUI.gameText.FoodReqText.text   = CarryOverInfo.FoodRequired.ToString();
        gameUI.gameText.KyleesRemText.text = playerWeapons.NumberOfHuntingBoomerangs.ToString();
        if (playerFoodStore.CurrentPlayerFoodStore >= CarryOverInfo.FoodRequired)
        {
            EndGameSuccesful();
        }

        else
        {
            EndGameFailure();
        }
    }
Example #19
0
    void OnTriggerEnter(Collider other)
    {
        GameObject hitObject = other.gameObject;

        if (hitObject.tag == "Player" && renderer.enabled)
        {
            weaponController = hitObject.GetComponent <PlayerWeapons>();

            if (!weaponController.HasWeaponCheck("SniperRifle"))
            {
                weaponController.AddWeapon("SniperRifle");
                weaponController.SetCurrentWeapon("SniperRifle");
                renderer.enabled = false;
                StartCoroutine(PickupReturn());
            }
            else if (!weaponController.IsFullCheck("SniperRifle"))
            {
                curAmmo = weaponController.GetSniperCurrentAmmo();
                weaponController.SetCurrentWeapon("SniperRifle");
                weaponController.SetWeaponCurrentAmmo(curAmmo + plusAmmo);
                renderer.enabled = false;
                StartCoroutine(PickupReturn());
            }
        }
    }
Example #20
0
 void Awake()
 {
     player = GetComponent <Player>();
     weps   = GetComponent <PlayerWeapons>();
     gun    = GetComponent <GunMove>();
     menu   = FindObjectOfType <MainMenu>();
 }
Example #21
0
 void Start()
 {
     playerWeapons   = GetComponent <PlayerWeapons>();
     PlayerAnimator  = GetComponent <Animator>();
     playerSprite    = GetComponent <SpriteRenderer>();
     gameControlLoop = FindObjectOfType <GameControlLoop>();
 }
Example #22
0
 public override bool CanPickupWeapon(string weaponModel)
 {
     if (PlayerWeapons.ContainsKey(WeaponSlots[weaponModel]))
     {
         return(false);
     }
     return(base.CanPickupWeapon(weaponModel));
 }
Example #23
0
 void Awake()
 {
     rigi = GetComponent <Rigidbody>();
     lit  = GetComponent <Light>();
     lr   = GetComponent <LineRenderer>();
     weps = GetComponent <PlayerWeapons>();
     plyr = GetComponent <Player>();
 }
    private void Set()
    {
        Transform graphic = transform.Find("Graphic");

        sR            = graphic.GetComponent <SpriteRenderer>();
        sR.sprite     = weapon.Icon;
        playerWeapons = GameObject.Find("Player").GetComponent <PlayerWeapons>();
    }
Example #25
0
 public override void Init(PlayerWeapons pw, int index)
 {
     base.Init(pw, 3);
     if (_gameController == null)
     {
         _gameController = FindObjectOfType <GameController>();
     }
 }
Example #26
0
 void Start()
 {
     GameMode      = GameModes.Hero;
     Ability       = Abilities.Move;
     PlayerWeapon  = PlayerWeapons.None;
     godCam        = GameObject.FindGameObjectWithTag("GodCamera").GetComponent <Camera>() as Camera;
     isGodDisabled = false;
 }
Example #27
0
        public PlayerWeapons Weapons(string id)
        {
            var player      = _Cache.GetPlayer(id);
            var constraints = GetTimeConstraints();
            var weapons     = new PlayerWeapons(player.Name, player.SteamId, GetPlayerWeapons(player, constraints));

            return(weapons);
        }
Example #28
0
 // Use this for initialization
 void Start()
 {
     S = this;
     if (delays.Length != Projectiles.Length)
     {
         Debug.LogError("incorrect lengths for arrays in player weapons");
     }
 }
Example #29
0
    void FixedUpdate()
    {
        //set up external script references
        FPSRigidBodyWalker FPSWalkerComponent     = playerObj.GetComponent <FPSRigidBodyWalker>();
        PlayerWeapons      PlayerWeaponsComponent = gunObj.transform.parent.GetComponent <PlayerWeapons>();

        if (Time.time > shellRemovalTime)
        {
            Object.Destroy(lerpShell.gameObject);
            Object.Destroy(gameObject);
        }

        //don't add rotation until a short time after shell is ejected for visual effect and stop adding torque after a time
        if (startTime + Time.fixedDeltaTime > Time.time)
        {
            //gradually increase rotation amount for smooth rotation transition
            rotateAmt = 0.1f;
            //apply torque to rigidbody
            rigidbody.AddRelativeTorque(Vector3.up * (Random.Range(rotateAmt * 1.75f, rotateAmt) * shellRotateSide));
            rigidbody.AddRelativeTorque(Vector3.right * (Random.Range(rotateAmt * 4, rotateAmt * 6) * shellRotateUp));
        }

        //Check if the player is on a moving platform to determine how to handle shell parenting and velocity
        if (playerObjTransform.parent == null)        //if player is not on a moving platform
        //Make the shell's parent the weapon object for a short time after ejection
        //to the link shell ejection position with weapon object for more consistent movement,
        {
            if (((startTime + 0.35f < Time.time && parentState)
                 //don't parent shell if switching weapon
                 || (PlayerWeaponsComponent.switching && parentState)
                 //don't parent shell if moving weapon to sprinting position
                 || (FPSWalkerComponent.sprintActive && !FPSWalkerComponent.cancelSprint && parentState)) &&
                FPSWalkerComponent.grounded)
            {
                Vector3 tempVelocity = playerObjTransform.rigidbody.velocity;
                tempVelocity.y     = 0.0f;
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                if (!FPSWalkerComponent.sprintActive && !FPSWalkerComponent.canRun)                //don't inherit parent velocity if sprinting to prevent visual glitches
                {
                    rigidbody.AddForce(tempVelocity, ForceMode.VelocityChange);
                }
                parentState = false;
            }
        }
        else          //if player is on elevator, keep gun object as parent for a longer time to prevent strange shell movements
        {
            if (startTime + 0.5f < Time.time && parentState)
            {
                myTransform.parent = null;
                lerpShell.parent   = null;
                //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction
                rigidbody.AddForce(playerObjTransform.rigidbody.velocity, ForceMode.VelocityChange);
            }
        }
    }
Example #30
0
    public void BuyRifle1()
    {
        PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>();

        if (weapon.GetCash() - 600 >= 0)
        {
            weapon.AddCash(-600);
            weapon.SetPriWeapon("AK-47");
        }
    }
Example #31
0
    public void BuyRifle2()
    {
        PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>();

        if (weapon.GetCash() - 700 >= 0)
        {
            weapon.AddCash(-700);
            weapon.SetPriWeapon("M4A1");
        }
    }
Example #32
0
    public void BuyPistol1()
    {
        PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>();

        if (weapon.GetCash() - 100 >= 0)
        {
            weapon.AddCash(-100);
            weapon.SetSecWeapon("228 Compact");
        }
    }
Example #33
0
    public void BuyPistol2()
    {
        PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>();

        if (weapon.GetCash() - 200 >= 0)
        {
            weapon.AddCash(-200);
            weapon.SetSecWeapon("Desert Eagle");
        }
    }
	void Awake()
	{
		transform = GetComponent<Transform>();

		_playerHealth = GetComponent<HealthSystem>();
		_playerWeapons = GetComponent<PlayerWeapons>();
		_plane = new Plane( Vector3.up, this.transform.position );

		// create a ray casting layer mask that collides with only "Scenery"
		_dashLayerMask = 1 << LayerMask.NameToLayer( "Scenery" );
		//_dashLayerMask = ~_dashLayerMask; // invert the mask
		_dashAvailable = true;
	}
    public void EnterGame()
    {
        GameObject myAvatar = gameManager.SpawnPlayer();
        my = new Player();
        my.avatar = myAvatar;
        my.playerInfo = Network.player;

        gameManager.AssignCamera( myAvatar );
        mainGUI = myAvatar.GetComponent<guiGame>();
        weaponController = myAvatar.GetComponent<PlayerWeapons>();

        my.name = mainGUI.id;
    }
    void OnTriggerEnter(Collider other)
    {
        GameObject hitObject = other.gameObject;
        if ( hitObject.tag == "Player" && renderer.enabled ) {
            weaponController = hitObject.GetComponent<PlayerWeapons>();
            curAmmo = weaponController.GetWeaponCurrentAmmo();

            if ( ! weaponController.IsFullCheck() ) {
                weaponController.SetWeaponCurrentAmmo( curAmmo + plusAmmo );
                renderer.enabled = false;
                StartCoroutine( PickupReturn() );
            }
        }
    }
Example #37
0
	void Awake()
	{
		_perks = new Dictionary<PerkType, PerkData>();
		_perkEnding = new Dictionary<PerkType, Coroutine>();

		for ( int i = 0; i < startingPerks.Length; i++ )
		{
			AddPerk( startingPerks[i] );
		}

		_playerSpeed = GetComponent<PlayerMovement>();
		_playerHealth = GetComponent<HealthSystem>();
		_playerWeapons = GetComponent<PlayerWeapons>();

		shield.GetComponent<DeathSystem>().RegisterDeathCallback( PlayerShieldDestroyed );
	}
Example #38
0
	void OnEnable()
	{
		// get special weapon and total ammo, update with gun and current ammo
		_playerWeapons = GetComponentInParent<PlayerWeapons>();
		_isGun = _playerWeapons.DetermineSpecialType();

		if ( _isGun )
		{
			_specialGun = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<Gun>();
			_initialAmmo = _specialGun.ammo;

			UpdateGunAmmoBar( _specialGun.ammo );
		}
		else
		{
			_specialBeam = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<BeamWeapon>();
			_initialTime = _specialBeam.duration;

			UpdateBeamAmmoBar( _initialTime );
		}
	}
Example #39
0
    protected void Awake()
    {
        if( !networkView.isMine ) {
            enabled = false;
        }

        if( string.IsNullOrEmpty(PlayerOptions.playerID) ) {
            id = "Jane Doe";
        } else {
            id = PlayerOptions.playerID;
        }

        boostController = GetComponent<PlayerBoost>();
        weaponController = GetComponent<PlayerWeapons>();
        healthController = GetComponent<PlayerHP>();
        movementController = GetComponent<PlayerMovement>();
        maxHealth = healthController.GetMaxHP();
    }
 // Use this for initialization
 void Start()
 {
     lastTarget = null;
     Input.gyro.enabled = true;
     Input.gyro.updateInterval = 0.016f;
     deadzoneX = 3;
     deadzoneZ = 3;
     fighter = transform.GetComponent<PlayerFlight>();
     weapons = transform.GetComponent<PlayerWeapons>();
 }