Example #1
0
 protected override void OnInitialize()
 {
     base.OnInitialize();
     EquipmentComponent        = Parent.GetComponent <EquipmentComponent>();
     AttributesComponent       = this.GetDependency <AttributesComponent>();
     MovementComponent         = this.GetDependency <MovementComponent>();
     SpriteComponent           = this.GetDependency <SpriteComponent>();
     PhysicsSystem             = Parent.Scene.GetSystem <PhysicsSystem>();
     PhysicsComponent          = Parent.GetComponent <PhysicsComponent>();
     CombatPropertiesComponent = this.GetDependency <CombatPropertiesComponent>();
     _ShieldAnimation          = new ShieldAnimation(this.Parent, "Sprites/Misc/Shield_Yellow2");
 }
    // private PlayerController polarityModifierSwitch; // << TO DO to be implemented with player's ability to use enemy fire against them

    // Start is called before the first frame update
    void Start()
    {
        // Initialize references
        GameObject gameManagerObject = GameObject.FindWithTag("GameManager");

        gameManager = gameManagerObject.GetComponent <GameManager>();
        GameObject soundManagerObject = GameObject.FindWithTag("SoundManager");

        soundManager     = soundManagerObject.GetComponent <SoundManager>();
        enemyDamage      = GetComponent <DetectCollisions>();
        lifeBar          = FindObjectOfType <LifeBar>();
        playerController = FindObjectOfType <PlayerController>();
        speedBar         = FindObjectOfType <SpeedBar>();
        activeScene      = SceneManager.GetActiveScene();
        shieldCanvas     = FindObjectOfType <PlayerShieldCanvas>();
        shieldAnimation  = FindObjectOfType <ShieldAnimation>();
        // Initialize Life-Hit points and check for tutorial mode
        playerCurrentHitPoints = playerMaxHitPoints;
        lifeBar.SetMaxLife(playerCurrentHitPoints);
        //TutorialModeCheck();
        StartCoroutine(RegenerateHP());

        // polarityModifierSwitch = FindObjectOfType<PlayerController>(); // << TO DO to be implemented with player's ability to use return enemy fire
    }
    // Start is called before the first frame update
    void Start()
    {
        _myBody            = GetComponent <Rigidbody2D>();
        _myAnimations      = GetComponent <PlayerAnimations>();
        _transform         = GetComponent <Transform>();
        _weapon            = attack.GetComponent <BoxCollider2D>();
        _movement          = new Vector3(moveSpeed, 0, 0);
        _isSliding         = false;
        _startTime         = 0;
        _dead              = false;
        baseMoveSpeed      = moveSpeed;
        _weapon.enabled    = false;
        _myShieldAnimation = GetComponentInChildren <ShieldAnimation>();
        _canDash           = true;

        SaveData.WriteValueInt("PlayerInGame", SaveData.ReadValueInt("PlayerInGameMemorie"));

        if (SaveData.ReadValueInt("PlayerInGameMemorie") == 1)
        {
            SaveData.AddValueInt("SoloGame", 1);
        }
        else
        {
            SaveData.AddValueInt("MultiGame", 1);
        }

        shield = false;

        if (SaveData.ReadValueInt("Shield") > 0)
        {
            _myShieldAnimation.ShieldAn();
            shield = true;
            SaveData.AddValueInt("Shield", -1);
            Console.WriteLine("shield on");
        }
    }