void Awake() { _health = GetComponent <Health>(); _playerMovement = GetComponent <PlayerMovement>(); _shootBullet = GetComponent <ShootBullet>(); _photonView = GetComponent <PhotonView>(); }
public void PauseGame() { isPaused = true; anim.SetTrigger ("triggerOpenPauseMenu"); mainCamera.GetComponent<Blur> ().enabled = true; Time.timeScale = 0f; //Turn off the ability to Shoot and Melee Attack if(player){ if(player.GetComponentInChildren<ShootBullet>()){ playerShootBullet = player.GetComponentInChildren<ShootBullet>(); if(playerShootBullet.enabled){ playerShootBullet.enabled = false; playerSBenabledBeforePause = true; } else{ playerSBenabledBeforePause = false; } } if(player.GetComponentInChildren<MeleeInfo>()){ playerMeleeInfo = player.GetComponentInChildren<MeleeInfo>(); if(playerMeleeInfo.enabled){ playerMeleeInfo.enabled = false; playerMIenabledBeforePause = true; } else{ playerMIenabledBeforePause = false; } } } }
public WeaponAnimator(GameObject weapon_part, ShootBullet fx_prefab, GameObject muzzle_target) { if (weapon_part != null) { part = weapon_part; if (fx_prefab != null) { fx = GameObject.Instantiate(fx_prefab).GetComponent <ShootBullet>(); fx.transform.SetParent(muzzle_target == null ? part.transform : muzzle_target.transform); fx.transform.localPosition = Vector3.zero; } animator = weapon_part.GetComponent <Animator>(); if (animator == null) { Debug.LogWarning("No Animator on Weaponpart " + weapon_part.name); } } else { // MDebug.Log("no weapon part"); } }
// Use this for initialization void Start() { this.rb = this.GetComponent <Rigidbody2D>(); this.sb = GetComponent <ShootBullet>(); this.lastShotTime = Time.time; // Doing this so that when a wave loads the player doesn't double shoot this.ui = uiPre.GetComponent <UIScript>(); this.LevelSel = GameObject.FindGameObjectWithTag("LevelSupervisor").GetComponent <LevelSupervisor>(); }
// Use this for initialization void Start() { this.rb = this.GetComponent <Rigidbody2D> (); this.sb = GetComponent <ShootBullet> (); this.lastShotTime = Time.time; // Doing this so that when a wave loads the player doesn't double shoot this.anim = GetComponent <Animator>(); this.auds = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { detect = gameObject.GetComponent <CollisionDetection>(); asteroidSpawningScript = asteroidSpawner.GetComponent <AsteroidSpawning>(); shipVehicleScript = ship.GetComponent <Vehicle>(); shipShootBulletScript = ship.GetComponent <ShootBullet>(); score = 0; source.clip = explosionSound; }
void Start() { this.sb = GetComponent <ShootBullet>(); this.rb = GetComponent <Rigidbody2D>(); //this.sr = GetComponent<SpriteRenderer>(); // Set center to where we currently are positioned this.enemyCollider = GetComponent <PolygonCollider2D>(); this.lk = GetComponent <MoveLeftKinematic>(); this.playerPosition = mainChar.GetComponent <Transform>(); this.levSup = GameObject.FindGameObjectWithTag("LevelSupervisor").GetComponent <LevelSupervisor>(); }
void Start() { // 放物線のLineRendererオブジェクトを用意 CreateLineRendererObjects(); // マーカーのオブジェクトを用意 pointerObject = Instantiate(pointerPrefab, Vector3.zero, Quaternion.identity); pointerObject.SetActive(false); // 弾の初速度や生成座標を持つコンポーネント shootBullet = gameObject.GetComponent <ShootBullet>(); }
// Update is called once per frame void Update() { if (_shootBulCheck == true) { _shootBulCheck = false; shootBul = GameObject.Find("Player(Clone)").GetComponent <ShootBullet>(); _remainingTime -= 1 * Time.deltaTime; text[0].text = ("Time:" + _remainingTime.ToString("f1")); text[1].text = ("Pt:" + targetCon.TotalScore); } }
IEnumerator Shoot() { canShoot = false; bulletShot.Play(); ShootBullet.Spark(ShootBullet.bulletSpark); yield return(new WaitForSeconds(0.05f)); sniperAnimator.Play("Bolt"); yield return(new WaitForSeconds(1.5f)); canShoot = true; }
protected override void Awake() // If you want to use awake, add stuff after base call { base.Awake(); this.shootBullet = GetComponent <ShootBullet> (); this.rb = GetComponent <Rigidbody2D> (); this.sr = GetComponent <SpriteRenderer>(); this.center = this.transform.position; // Set center to where we currently are positioned this.heldValMesh = GetComponentInChildren <TextMesh>(); HeldCharScript hc = GetComponentInChildren <HeldCharScript>(); if (hc != null) // Legacy we need to just set our heldVal to the initalized val { heldVal = hc.heldValue; } }
private IEnumerator Attack() { while (true) { if (_accessibleEnemies.Count > 0) { ShootBullet?.Invoke(gameObject, _accessibleEnemies[0]); yield return(new WaitForSeconds(_attackCooldown)); } else { yield return(null); } } }
void Start() { runner = GameObject.Find("Runner"); energyBar = GameObject.Find("EnergyBar").GetComponent <Slider>(); rightClickUses = GameObject.Find("Right Click Uses").GetComponent <Text>(); shootBullet = new ShootBullet(this); spawnDog = new SpawnDog(this); spawnBarricade = new SpawnBarricade(this); createMine = new CreateMine(this); // Right click powerup abilities noRightClick = new NoRightClick(this); shrapnelBlast = new ShrapnelBlast(this); explosives = new Explosives(this); stopCamera = new StopCamera(this); fasterCamera = new FasterCamera(this); abilityList.AddLast(createMine); abilityList.AddLast(spawnBarricade); abilityList.AddLast(explosives); //abilityList.AddLast(stopCamera); //abilityList.AddLast(fasterCamera); //abilityList.AddLast(shrapnelBlast); abilityList.AddFirst(spawnDog); leftClickAbility = shootBullet; middleClickAbility = createMine; rightClickAbility = noRightClick; // Grab GUI icons middleClickText = GameObject.Find("Middle Click Icon").GetComponent <Image>(); rightClickText = GameObject.Find("Right Click Icon").GetComponent <Image>(); middleClickText.sprite = Resources.Load(middleClickAbility.iconString, typeof(Sprite)) as Sprite; rightClickText.sprite = Resources.Load(rightClickAbility.iconString, typeof(Sprite)) as Sprite; }
private void Start() { AmmoManager = GameObject.FindGameObjectWithTag("Player").GetComponent <ShootBullet>(); ammoTextManager = GameObject.FindGameObjectWithTag("Player").GetComponent <AmmoTextManager>(); }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("BlueKey")) { other.transform.SendMessage("TakeDamage", damage); blueKey += 1; if (onUpdateBlueKeys != null) { onUpdateBlueKeys(blueKey); } //if (other.gameObject.CompareName ("BlueKey")){ //} } else if (other.gameObject.CompareTag("PinkKey")) { other.transform.SendMessage("TakeDamage", damage); pinkKey += 1; if (onUpdatePinkKeys != null) { onUpdatePinkKeys(pinkKey); } } else if (other.gameObject.CompareTag("BlueDoors")) { if (blueKey > 0) { other.transform.SendMessage("TakeDamage", damage); blueKey -= 1; if (onUpdateBlueKeys != null) { onUpdateBlueKeys(blueKey); } } } else if (other.gameObject.CompareTag("PinkDoors")) { if (pinkKey > 0) { other.transform.SendMessage("TakeDamage", damage); pinkKey -= 1; if (onUpdatePinkKeys != null) { onUpdatePinkKeys(pinkKey); } } } else if (other.gameObject.CompareTag("Room1")) { other.transform.SendMessage("Enabler", damage); } else if (other.gameObject.CompareTag("Room2")) { other.transform.SendMessage("Enabler", damage); } else if (other.gameObject.CompareTag("HealthPickup")) { other.transform.SendMessage("TakeDamage", damage); if (health >= 80) { health = 100; } else { health += 20; } if (onUpdateHealth != null) { onUpdateHealth(health); } } else if (other.gameObject.CompareTag("SpeedPickup")) { TopDownCharacterController2D otherScript = GetComponent <TopDownCharacterController2D>(); otherScript.PowerUp(); other.transform.SendMessage("TakeDamage", damage); } else if (other.gameObject.CompareTag("FireRatePickup")) { ShootBullet otherScript = GetComponent <ShootBullet>(); otherScript.PowerUp(); other.transform.SendMessage("TakeDamage", damage); } }
void Start() { playerBullet = GameObject.FindGameObjectWithTag("Player").GetComponent <ShootBullet>(); }
private Task getBTfromGenotype(BTNode subTree) { string taskName = subTree.taskName; if (subTree.isLeafNode()) { // Actions if (taskName.Equals("Jump")) { Jump temp = new Jump(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveLeftForSeconds")) { MoveLeftForSeconds temp = new MoveLeftForSeconds(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveRightForSeconds")) { MoveRightForSeconds temp = new MoveRightForSeconds(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveRightForDistance")) { MoveRightForDistance temp = new MoveRightForDistance(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("ShootBullet")) { ShootBullet temp = new ShootBullet(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveLeftForDistance")) { MoveLeftForDistance temp = new MoveLeftForDistance(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } // TO DO add conditionals else if (taskName.Equals("AtEdge")) { AtEdge temp = new AtEdge(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("HittingWall")) { HittingWall temp = new HittingWall(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("LowLife")) { LowLife temp = new LowLife(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("PlayerInRange")) { PlayerInRange temp = new PlayerInRange(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else { Grounded temp = new Grounded(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } } else { if (taskName.Equals("Selector")) { Selector temp = new Selector(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("Sequence")) { Sequence temp = new Sequence(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("RandomSelector")) { RandomSelector temp = new RandomSelector(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("RandomSequence")) { RandomSequence temp = new RandomSequence(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else { Parallel temp = new Parallel(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } } }
public void Start() { firerate = 1f; nextFire = Time.time; ShootingBehavior = new ShootBullet(); }
// Start is called before the first frame update void Start() { playerAmmo = GameObject.FindGameObjectWithTag("Player").GetComponent <ShootBullet>(); UpdateText(); }
void Start() { shootBullet = GetComponent <ShootBullet>(); }