// Start is called before the first frame update void Start() { the_player_health = FindObjectOfType <Player_health>(); //set the stats for the level 1 player current_hp = hp_levelup[1]; current_attack = attack_levelup[1] + bonus_attack; current_defense = attack_levelup[1] + bonus_defense; }
// Start is called before the first frame update void Start() { player_health = FindObjectOfType <Player_health>(); player_stats = FindObjectOfType <Player_stats>(); player_health.Restart(); player_stats.Restart(); }
void Start() { navagent = GetComponent <NavMeshAgent>(); My_animator = GetComponent <Animator>(); navagent.stoppingDistance = stopingDistance; AttackCoolDown = Time.time; playerhealth = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_health>(); }
// Start is called before the first frame update void Start() { if (!UI_Exist) { UI_Exist = true; DontDestroyOnLoad(transform.gameObject); player_health = FindObjectOfType <Player_health>(); } else { Destroy(gameObject); } player_stats = GetComponent <Player_stats>(); }
// Start is called before the first frame update void Start() { the_player_stats = FindObjectOfType <Player_stats>(); the_player_health = FindObjectOfType <Player_health>(); //start indexing everything //set everything to zero for (int i = 0; i < items.Length; i++) { switch (items[i].item_name) { case "sword": sword_index = i; items[i].quantity = 0; break; case "shield": shield_index = i; items[i].quantity = 0; break; case "health_potion": health_potion_index = i; items[i].quantity = 0; break; case "berry": berry_index = i; items[i].quantity = 0; break; case "mana_potion": mana_potion_index = i; items[i].quantity = 0; break; } } }
void FindLes() { found_players = true; player = GameObject.Find("Players"); if (picked_les) { player_child = player.transform.GetChild(0).gameObject; player_child.SetActive(true); } else if (picked_sleepy) { player_child = player.transform.GetChild(1).gameObject; player_child.SetActive(true); } else if (picked_angry) { player_child = player.transform.GetChild(2).gameObject; player_child.SetActive(true); } //finds parent object, need to find child and then be able to grab child component ph = player_child.GetComponent <Player_health>(); }
private void Start() { health = this.gameObject.GetComponent <Player_health>(); }
// Use this for initialization void Start() { health = _playerObject.gameObject.GetComponent <Player_health>(); Bar.fillAmount = health.Health; }
private void Start() { ph = GetComponent <Player_health>(); }