public void AddExp(int expIncrease) { exp += expIncrease; if (exp > level * 10) { SCR_GameManager.LevelUp(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { managerReference = GameObject.FindGameObjectWithTag("Manager"); gameManager = managerReference.GetComponent <SCR_GameManager>(); movementScript = animator.GetComponent <SCR_PinkyAndInky>(); movementScript.PinkyAndInkyStart(); }
public void Start() { if (SCR_GameManager.instance != null) { Destroy(this.gameObject); } DontDestroyOnLoad(this); instance = this; }
private void Start() { if (danceMeter == null) { danceMeter = FindObjectOfType <Slider>(); } gameManager = FindObjectOfType <SCR_GameManager>(); keysManager = FindObjectOfType <STD_Keys>(); danceMeterValue = 0.2f; }
public void Update() { Movement(); Rotate(); if (Input.GetKeyDown(KeyCode.Space)) { weapon.Fire(this.gameObject); } SCR_GameManager.HealthChange(health); SCR_GameManager.HealthMaxChange(maxHealth); }
void Awake() { if (Manager == null) { DontDestroyOnLoad(gameObject); Manager = this; } else if (Manager != this) { // Manager.Start(); Destroy(gameObject); } }
private void Start() { controller = gameObject.AddComponent <CharacterController>(); gameManager = gameManager.gameObject.GetComponent <SCR_GameManager>(); spawnLocation = GetComponent <Transform>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { scatterScript = animator.GetComponent <SCR_Scatter>(); managerReference = GameObject.FindGameObjectWithTag("Manager"); gameManager = managerReference.GetComponent <SCR_GameManager>(); }
// Start is called before the first frame update void Start() { instance = this; }
public void ChangeMaxHealth(int change) { maxHealth += change; SCR_GameManager.HealthMaxChange(maxHealth); }
public override void RemoveHealth(int damage) { base.RemoveHealth(damage); SCR_GameManager.HealthChange(health); }
public override void AddHealth(int heal) { base.AddHealth(heal); SCR_GameManager.HealthChange(health); }