protected override void OnHit(Shooting shooting, Enemy enemy, Vector3 contactPoint) { var level = shooting.BowLevel; enemy.Health -= Power[Math.Min(level - 1, 2)] * Time.deltaTime; base.OnHit(shooting, enemy, contactPoint); }
protected override void OnHit(Shooting shooting, Enemy enemy, Vector3 contactPoint) { var level = shooting.CrossLevel; enemy.Health -= Power[Math.Min(level - 1, 2)]; if (LockedTo != null) LockedTo.LockedOn = false; var dead = enemy.Health <= 0; if (dead && !enemy.Dead) { var xploGo = (GameObject)Instantiate(Shooting.ExplosionTemplate); xploGo.transform.position = enemy.transform.position; xploGo.transform.rotation = Random.rotation; if (enemy is SingleShotBehaviour && (enemy as SingleShotBehaviour).invertColors) xploGo.renderer.material = ColorShifting.Materials["clr_Red"]; else xploGo.renderer.material = ColorShifting.Materials[ColorShifting.EnemyMaterials[enemy.GetType()]]; } base.OnHit(shooting, enemy, contactPoint); Destroy(gameObject); }
// Update is called once per frame void Update() { player = GetComponent <SetPlayerLocation> ().player; if (player != null) { inputDevice = player.GetComponent <Movement> ().getInputDevice(); shooting = player.GetComponent <Shooting> (); if (shootSound == null) { shootSound = player.transform.Find("Soundbox").Find("cannonsound").gameObject.GetComponent <AudioSource>(); } } else { return; } if (inputDevice != null) { //camera rotation if (inputDevice.RightBumper.IsPressed && shooting.snowAmount > 0 && !isShooting) { StartCoroutine("ShootBall"); } } }
public async Task <IActionResult> Edit(int id, [Bind("ShootingId,NumberOfShoots,CreationDateTime,IsFinished")] Shooting shooting) { if (id != shooting.ShootingId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(shooting); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!ShootingExists(shooting.ShootingId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(shooting)); }
void Start() { canPlay = false; body = GetComponent <Rigidbody>(); myNormal = transform.up; gui = gameObject.GetComponent <GuiVehicle> (); //frontWheel = new Vector3(); //backWheel = new Vector3(); ray = new Ray(); shooting = GetComponent <Shooting> (); velocity = Vector3.zero; /*if (team == 0) { * GetComponent<MeshRenderer> ().material.color = Color.blue; * gameObject.tag = "VehicleTeam0"; * } else if(team == 1){ * GetComponent<MeshRenderer> ().material.color = Color.red; * gameObject.tag = "VehicleTeam1"; * }*/ }
private void Update() { Shooting.Shoot(); Movement.SetLookTarget(m_LookAngle); m_LookAngle += Time.deltaTime * rotateSpeed; }
void Update() { timer += Time.deltaTime; canFire = timer > firerate; GameObject Player = GameObject.Find("Player"); BoxHP BoxHP = Player.GetComponent <BoxHP> (); GameObject Pistol = GameObject.Find("Pistol"); Shooting Shooting = Player.GetComponent <Shooting> (); if (BoxHP.currenthp <= 0) { Shooting.secondary.SetActive(false); Shooting.primary.SetActive(true); currentWeapon = Shooting.primary.GetComponent <BaseWeapon> (); currentWeapon.currentAmmo = 15; //currentWeapon.maxAmmo; canFire = false; Debug.Log(canFire + " " + reloading + " " + currentAmmo + currentWeapon); Shooting.secondary.SetActive(false); Shooting.primary.SetActive(true); canFire = true; currentWeapon.currentAmmo = 15; } if (currentWeapon = Shooting.primary.GetComponent <BaseWeapon> ()) { canFire = true; Shooting.secondary.SetActive(false); } }
void Start() { allSlots = 25; slot = new GameObject[allSlots]; allSlots2 = 24; slot2 = new GameObject[allSlots2]; for (int i = 0; i < allSlots; i++) { slot[i] = slotHolder.transform.GetChild(i).gameObject; if (slot[i].GetComponent <Slot>().item == null) { slot[i].GetComponent <Slot>().empty = true; } } for (int j = 1; j < allSlots2; j++) { slot[j] = slotHolder.transform.GetChild(j).gameObject; if (slot[j].GetComponent <Slot>().item == null) { slot[j].GetComponent <Slot>().empty2 = true; } } shooting_Script = firePoint.GetComponent <Shooting>(); item_Script = TheFireItem.GetComponent <Item>(); }
// TO DO x + y nin r kadar çapında aynı ses çıkması lazım, kalanı random void OnCollisionEnter2D(Collision2D collision) { int randy = rnd.Next(1, 4); var hitter = collision.gameObject; Vector2 tempV = collision.contacts[0].point; //print("HITTER ANGLE : " + bulletAngle); Vector2 shootingVector = Shooting.AddAngleToVector(bulletAngle, new Vector2(1, 0)); if (hitter.name.Contains("Enemy")) { Shooting.FireWithAngle(usedArrow, hitter.transform, shootingVector, 0); Shooting.FireWithAngle(usedArrow, hitter.transform, shootingVector, 15); Shooting.FireWithAngle(usedArrow, hitter.transform, shootingVector, -15); } else { if (randy == 1) { onHitNonEnemy1.Play(); } else if (randy == 2) { onHitNonEnemy2.Play(); } else { onHitNonEnemy3.Play(); } } GameObject arrowHitEffect = Instantiate(hitEffect, tempV, Quaternion.identity); Destroy(arrowHitEffect, 1f); Destroy(gameObject); }
private void Awake() { animator = GetComponent <Animator>(); shootingController = GetComponent <Shooting>(); rb = GetComponent <Rigidbody2D>(); Physics2D.IgnoreLayerCollision(6, 7); }
void OnTriggerEnter(Collider other) { Debug.Log("Player enter collider"); //collider works if (other.tag == "Player") //if collides with the mesh tagged player { if (taken == false) { print("has been taken"); taken = true; t = 0; int wpn = RandomPrefab(); //respawn game object // get world postion GameObject weaponGenetor = Resources.Load("Prefab/randomWeapon") as GameObject; Vector3 weaponLocation = transform.position; //is respawning needs detla time, give time in between //need to create sprite animation, with a GUI Layout GameObject prefab = WeaponPrefabs[wpn]; Shooting Shoot = other.GetComponentInParent <Shooting>(); Shoot.Secondary = prefab; //need to destroy game object GetComponent <NetworkView>().RPC("setEnable", RPCMode.AllBuffered, false); } } }
// Start is called before the first frame update void Start() { m_shooting = GetComponent <Shooting>(); m_rotateObject = GetComponent <RotateObject>(); m_wanderAiForShooting = GetComponent <WanderAIForShooting>(); StartCoroutine("CalledUpdateTarget"); }
public void Setup() { m_Movement = m_Instance.GetComponent <Movement>(); m_Shooting = m_Instance.GetComponent <Shooting>(); m_Shield = m_Instance.GetComponent <Shield>(); m_Movement.m_IATank = m_TankIA.m_IATank; m_Shooting.m_IATank = m_TankIA.m_IATank; m_Shield.m_IATank = m_TankIA.m_IATank; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; if (m_isReplay) { m_Health = m_Instance.GetComponent <Health> (); m_Instance.GetComponent <BoxCollider> ().enabled = false; m_Movement.m_TimeReference = m_TimeReference; m_Shooting.m_TimeReference = m_TimeReference; m_Shield.m_TimeReference = m_TimeReference; m_Health.m_TimeReference = m_TimeReference; } m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Shield.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
private void Start() { PV = GetComponent <PhotonView>(); if (PV.IsMine) { PlayerCam.gameObject.SetActive(true); //Set Controller Strings LeftAnalogXString = "LeftAnalogX1"; //+ PlayerID.ToString(); LeftAnalogYString = "LeftAnalogY1"; //+ PlayerID.ToString(); ControllerJumpString = "ControllerJump1"; //+ PlayerID.ToString(); ControllerDashString = "ControllerDash1"; //+ PlayerID.ToString(); ControllerLoadString = "ControllerLoad1"; //+ PlayerID.ToString(); ControllerInteractString = "ControllerInteract1"; //+ PlayerID.ToString(); SpawnPointList = GameObject.FindGameObjectsWithTag("PlayerSpawn"); //Set Components to Variables at Start of Script Player = GetComponent <Transform>(); CharacterAnimator = GetComponent <Animator>(); CharController = GetComponent <CharacterController>(); shootingScript = GetComponentInParent <Shooting>(); PlayerHealth = GetComponent <Target>(); tempClimbTimer = climbWallTimer; tempRespawnTimer = respawnTimer; dashCountdownUI = dashCooldown + 1; } }
private void Update() { if (photonView.isMine == false) { return; } m_UpdateTargetTimer += Time.deltaTime; m_UpdateTargetPointTimer += Time.deltaTime; if (m_UpdateTargetTimer >= updateTargetTime) { SelectNewTarget(); m_UpdateTargetTimer = 0; } if (m_UpdateTargetPointTimer >= updateTargetPointTime) { UpdateTargetPoint(); m_UpdateTargetPointTimer = 0; } float lookTarget = centerAngle + angleRadius * Mathf.Sin(Time.time * rotateSpeed); Movement.SetLookTarget(lookTarget); if (Target != null && m_TargetPoint != Vector3.zero) { float ang = GetAngle(m_TargetPoint); if (ang < shootAngleThreshold) { Shooting.Shoot(); } } }
void Start() { nView = GetComponent <NetworkView> (); playerTransform = GetComponent <Transform> (); controller = GetComponent <CharacterController>(); shooting = GetComponent <Shooting>(); if (nView.isMine) { AudioListener audioListener = camView.AddComponent <AudioListener>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; GetComponentInChildren <Camera>().enabled = true; cameraTransform = GetComponentInChildren <Camera>().transform; shootRayonCurrent = shotStop; speed = walkSpeed; rayDistance = controller.height * .5f + controller.radius; slideLimit = controller.slopeLimit - .1f; jumpTimer = antiBunnyHopFactor; Destroy(mesh); cameraOrigin = cameraTransform.localPosition; cameraCrouch = cameraOrigin + new Vector3(0, -crouchAmount, 0); aimSpeedMultiplierCurrent = aimSpeedMultiplier; } else { GetComponentInChildren <Camera>().enabled = false; camWeapon.SetActive(false); Destroy(GetComponent <CapsuleCollider>()); } }
// Use this for initialization void Start() { anim = GetComponent <Animator> (); shootingScript = GetComponent <Shooting> (); rb = GetComponent <Rigidbody> (); collectScript = GetComponent <CollectSnow> (); }
// Use this for initialization void Start() { player_num = GetComponent <Movement> ().player_num; player_camera = GetComponentInChildren <Camera> ().gameObject; cannonScript = GetComponent <ActivateCannon> (); shootingScript = GetComponent <Shooting>(); }
IEnumerator DeathAnimation(GameObject boat) { //turns off scripts for player action Aiming aim = boat.GetComponentInChildren <Aiming>(); Shooting shoot = boat.GetComponentInChildren <Shooting>(); MovePlayer1 move = boat.GetComponent <MovePlayer1>(); aim.enabled = !aim.enabled; move.enabled = !move.enabled; shoot.enabled = !shoot.enabled; //stops bgm and starts death sound GameManager.aud.Stop(); GameManager.aud.PlayOneShot(death); //plays death animation for (int i = 0; i < 50; i++) { yield return(new WaitForEndOfFrame()); boat.transform.eulerAngles = boat.transform.eulerAngles + new Vector3(0f, 0f, 18.1f); //rotates object boat.transform.localScale = boat.transform.localScale - new Vector3(.11f, .11f, 0f); //shrinks object } SceneManager.LoadScene(2); //loads death scene }
void Start() { GameObject player = GameObject.Find("Player"); shooting = player.GetComponent <Shooting>(); movement = player.GetComponent <Movement>(); assaultReticleAnimator = assaultReticle.GetComponent <Animator>(); heavyReticleAnimator = heavyReticle.GetComponent <Animator>(); switch (currentClass) { case Class.assault: assaultClass.SetActive(true); assaultReticle.SetActive(true); cameraController.SetOffset(assaultPosition); shooting.SetClassValues(assaultDamage, assaultAttackRange, assaultFireFrequency, assaultAccuracy, assaultMuzzleFlash, assaultAnimator, assaultReticleAnimator); movement.SetClassValues(assaultAnimator); break; case Class.heavy: heavyClass.SetActive(true); heavyReticle.SetActive(true); cameraController.SetOffset(heavyPosition); shooting.SetClassValues(heavyDamage, heavyAttackRange, heavyFireFrequency, heavyAccuracy, heavyMuzzleFlash, heavyAnimator, heavyReticleAnimator); movement.SetClassValues(heavyAnimator); break; } }
//Bıçaklı askerin sprite rendererı void Start() { code = GameObject.FindGameObjectWithTag("RifleSoldier"); //RifleSoldier etiketli oyun objesini kod ile eşleştirmek Sh = code.GetComponent <Shooting>(); moveCode = GameObject.FindGameObjectWithTag("RifleSoldier"); pm = moveCode.GetComponent <PlayerMovement_>(); Enemy = GameObject.FindGameObjectWithTag("Teror"); Se = Enemy.GetComponent <ShootingEnemy>(); //Shooting scriptimizdeki kodu eşleştiriyoruz rifle_sol = GameObject.FindGameObjectWithTag("RifleSoldier"); //RifleSoldier etiketli oyun objesini rile_sol'a atıyourz knife_sol_render = GameObject.FindGameObjectWithTag("KnifeSoldier"); //Tagi knife soldier olan nesnenin özelliklerini atadık // knife_sol_sr = knife_sol_render.GetComponent<SpriteRenderer>(); //Bos bir rendera knife soldierın renderinin özelliklerini atadık //atamaları yapıyoruz amk biliyoruz zaten uğraştırıyorsunuz knife_pc_ob = GameObject.FindGameObjectWithTag("KnifeSoldier"); // knife_pc = knife_pc_ob.GetComponent<PolygonCollider2D>(); }
// Use this for initialization void Start() { scriptShot = GameObject.Find("SentinelHead").GetComponent <Shooting>(); InitialPosition = transform.position; healthflag = false; //explosion = GameObject.Find("Explosion").GetComponent<ParticleSystem>(); }
void OnTriggerEnter2D(Collider2D hitInfo) { if (hitInfo.tag == "Dmg") { //Debug.Log("hit"); Shooting enemy = hitInfo.GetComponent <Shooting>(); if (enemy != null) { enemy.TakeDamage(20); } Destroy(gameObject); } if (hitInfo.tag == "Gate") { Destroy(gameObject); } if (hitInfo.tag == "Tilemap solid") { Destroy(gameObject); } else { if (destroy == true) { Destroy(gameObject); } } }
private void Awake() { playerMovementController = GetComponent <PlayerMovementController>(); shooting = GetComponent <Shooting>(); if (photonView.IsMine) { playerControlsUIInstance = Instantiate(playerControlsUI); playerControlsUIInstance.transform.Find("Fire Button Right").GetComponent <Button>().onClick.AddListener(() => shooting.Fire()); playerControlsUIInstance.transform.Find("Fire Button Left").GetComponent <Button>().onClick.AddListener(() => shooting.Fire()); playerControlsUIInstance.transform.Find("Info").GetComponent <TextMeshProUGUI>().text = "Player Alive: " + PhotonNetwork.CurrentRoom.PlayerCount.ToString(); playerMovementController.joystick = playerControlsUIInstance.transform.Find("Fixed Joystick").GetComponent <Joystick>(); playerMovementController.fixedTouchField = playerControlsUIInstance.transform.Find("Rotation Touch Field").GetComponent <FixedTouchField>(); fpsCamera.enabled = true; } else { fpsCamera.enabled = false; playerMovementController.enabled = false; GetComponent <RigidbodyFirstPersonController>().enabled = false; } }
void OnTriggerEnter2D(Collider2D other) { Shooting otherShooting = other.gameObject.GetComponent <Shooting>(); otherShooting.SetTemporaryWeapon(weaponType, weaponDuration); Destroy(gameObject); }
// Use this for initialization void Start() { shooting = GetComponent <Shooting> (); HealText.SetActive(false); collectText.SetActive(false); collectScript = GetComponent <CollectSnow> (); }
private void Start() { rb = GetComponent <Rigidbody>(); pm = GetComponent <PlayerMovement>(); m = GetComponent <Mantling>(); s = GetComponent <Shooting>(); }
void Start() { shooting = GetComponent <Shooting> (); CollectingUI.transform.parent.gameObject.SetActive(false); collectSnow = GetComponent <CollectSnow> (); camera = GetComponentInChildren <Camera> ().gameObject; }
//bool gunReady = true; //float startTime = 0; void Awake() { if (instance == null) { instance = this; } }
void Awake() { anim = GetComponent<Animator>(); cc = this.GetComponent<CharacterController>(); car = GetComponent<CharacterStats>(); shot = GetComponent<Shooting>(); }
private void Awake() { followDirection = GetComponent <FollowDirection>(); shooting = transform.GetChild(0).GetComponent <Shooting>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); }
private void Start() { var player = GameObject.FindGameObjectWithTag("Player"); _ps = player.GetComponent <PlayerStats>(); _s = player.GetComponent <Shooting>(); }
// Use this for initialization public void ReactToHit() { if (shotcounter == 1) { Shooting behavior = GetComponent <Shooting> (); if (behavior != null) { behavior.SetAlive(false); } WanderingNPC b = GetComponent <WanderingNPC> (); if (b != null) { b.SetAlive(false); } GameObject s = GameObject.FindGameObjectWithTag("Respawn"); Spawning sp = s.GetComponent <Spawning> (); sp.decrementCounter(); StartCoroutine(Die()); } else { shotcounter++; } }
public override void callPowerUp() { shooter = GameObject.Find("button").GetComponent<Shooting>(); if(shooter.bulletNum + 1 < shooter.maxBullets) { shooter.bulletNum++; } }
void Start() { desiredDirection = Quaternion.identity; walking = gameObject.GetComponent<Walking> (); rotating = gameObject.GetComponent<Rotating> (); shooting = gameObject.GetComponent<Shooting> (); swinging = gameObject.GetComponent<Swinging> (); energy = gameObject.GetComponent<Energy> (); }
// Use this for initialization void Start() { fireScript = GameObject.FindObjectOfType<PlayerMovement>().GetComponent<Shooting>(); PauseUI.SetActive(false); var text = FPSText.GetComponent<Text>(); text.color = Color.red; if (!ShowFps){ FPSText.SetActive(false); } }
void Start() { bulletSource = GameObject.FindGameObjectWithTag("BulletSource"); shooting = bulletSource.GetComponent<Shooting> (); colorSwitcher = GameObject.FindGameObjectWithTag("ColorController"); colorController = colorSwitcher.GetComponent<ColorControllerUI> (); rectCorners = new Vector3[4]; shootingImg.GetComponent<RectTransform> ().GetWorldCorners (rectCorners); }
public override void OnTriggerEnter(Component other) { try{ shooting = other.GetComponentInChildren<Shooting>(); } catch(UnityException e){ } string name = this.gameObject.name; name = name.Substring(0,name.IndexOf("Item")); shooting.addWeaponItem (ItemLibrary.weaponItems [name]); destroyObject (); }
// Use this for initialization void Start() { rb = GetComponent<Rigidbody2D> (); player = FindObjectOfType<Shooting> (); if (player.transform.localScale.x < 0) { Speed = - Speed; RotationSpeed = - RotationSpeed; } }
protected override void OnHit(Shooting shooting, Enemy enemy, Vector3 contactPoint) { if (enemy.Health <= 0) return; var level = shooting.RainLevel; enemy.Health -= Power[Math.Min(level - 1, 2)]; if (level < 3) Destroy(gameObject); base.OnHit(shooting, enemy, contactPoint); }
// Use this for initialization void Start () { if (gameObject.tag == "Player") { playerControlled = true; health = RPGelements.instance.endingHealth; shootScript = transform.FindChild("Gun").GetComponentInChildren<Shooting>(); } if(!playerControlled) { soldierScript = GetComponent<Soldier>(); } audioSource = GetComponent<AudioSource> (); radarSig.SetActive (true); }
public override void Start() { base.Start(); Shooting = PlayerTransform.gameObject.GetComponent<Shooting>(); PowerScale = (float) Math.Pow(PlayerTransform.gameObject.GetComponent<Shooting>().BowLevel, 1); if (Shooting.BowLevel == 3) gameObject.FindChild("Cube").renderer.material = ColorShifting.Materials["clr_Shift"]; Origin = transform.position + (PlayerShot ? Vector3.up * (PlayerTransform.localScale.y + 0.5f) : Vector3.zero); transform.position = Origin + (transform.rotation * Vector3.right) * transform.localScale.x; transform.localScale = new Vector3(0, PowerScale, PowerScale); if (!PlayerShot) SinceAlive = -0.25f; }
void Start() { player = GameObject.FindGameObjectWithTag ("Player"); playerShooting = player.GetComponentInChildren<Shooting> (); levelStartTime = Time.time; startTime = delayBeforeFadeStart; Invoke ("MakeAllowedToPause", delayBeforeFadeStart); if(RPGelements.instance.endingAmmo >= 30) { playerShooting.ammoGun = 30; playerShooting.ammoReserve = RPGelements.instance.endingAmmo - playerShooting.ammoGun; } else { playerShooting.ammoGun = RPGelements.instance.endingAmmo; playerShooting.ammoReserve = 0; } playerShooting.UpdateAmmoText (); RPGelements.instance.damageTaken = 0; RPGelements.instance.HoloText (); string text = "MISSION:\n" + "Retrieve the TELUMA Algorithm from sublevel " + RPGelements.instance.telumaOnLevel + "."; whichLevelText1.text = text; whichLevelText2.text = text; if(doLevelFadeInThing) { StartCoroutine( DoLevelFadeIn()); } else { PlayerCanStart(); } }
protected virtual void OnHit(Shooting shooting, Enemy enemy, Vector3 contactPoint) { var dead = enemy.Health <= 0; var hitGo = (GameObject)Instantiate(Shooting.HitTemplate); hitGo.transform.position = contactPoint + (dead ? Vector3.back * 2 : Vector3.back); if (!dead) hitGo.transform.localScale /= 2; hitGo.GetComponent<HitBehaviour>().Velocity = Vector3.up; hitGo.GetComponentInChildren<Renderer>().material = dead ? ColorShifting.Materials["clr_GreyDark"] : ColorShifting.Materials["clr_GreyPale"]; var randomAmount = 3; if (this is CrossBulletBehaviour) randomAmount = 6; for (int i = 0; i < randomAmount; i++) Wait.Until(t => t >= Random.value, () => { var rv = Random.value - 0.5f; if (dead) rv /= 2; hitGo = (GameObject)Instantiate(Shooting.HitTemplate); hitGo.transform.position = contactPoint + (dead ? Vector3.back * 2 : Vector3.back) + new Vector3(rv, rv, 0); rv = Random.value - 0.5f; hitGo.transform.localScale += new Vector3(rv, rv, rv) * 0.25f; hitGo.GetComponent<HitBehaviour>().Velocity = Vector3.up; if (!dead) hitGo.transform.localScale /= 2; hitGo.GetComponentInChildren<Renderer>().material = dead ? ColorShifting.Materials["clr_GreyDark"] : ColorShifting.Materials["clr_GreyPale"]; }); }
void Start() { player = GameObject.FindWithTag ("Player"); navMeshAgent = GetComponent<NavMeshAgent> (); guardSensing = GetComponent<GuardSensing> (); guardAI = GetComponent<GuardAI> (); guardShooting = GetComponent<Shooting> (); anim = GetComponent<Animator> (); pHealth = GameObject.Find("Health Manager").GetComponent<HealthManager> (); guardBodyParts = GetComponent<GuardSelfDestruct> (); visionCone = transform.Find ("VisionCone").gameObject; // compile patrol and alert routes patrolRoute = new Vector3[4] { waypoint1.transform.position, waypoint2.transform.position, waypoint3.transform.position, waypoint2.transform.position }; alertRoute = new Vector3[4]{ alertWaypoint1.transform.position, alertWaypoint2.transform.position, alertWaypoint3.transform.position, alertWaypoint2.transform.position }; }
public void StartShooting() { if(state == null) { State st = new Shooting(this); state = st; } }
public override void callPowerUp() { shooter = GameObject.Find("button").GetComponent<Shooting>(); shooter.toggleRotate(); }
/// <summary> /// /// </summary> void Start() { _currentHealth = MaxHealth; _currentStamina = MaxStamina; _barHeight = Screen.height * 0.04f; _barWidth = _barHeight * 10.0f; _characterController = FindObjectOfType<CharacterController>().GetComponent<CharacterController>(); _firstPersonController = FindObjectOfType<FirstPersonController>().GetComponent<FirstPersonController>(); _lastPosition = transform.position; Shooting = GetComponentInChildren<Shooting>(); _gun = Shooting.gameObject; _isDead = false; _deathTimeCounter = 0.0f; }
// Constructor protected void Awake() { GameEngine.Player = this; Assert.IsNotNull(deathParticlePrefab); Assert.IsNotNull(playerTexRend); Assert.IsNotNull(playerTexObj); Assert.IsTrue(playerMaterials.Count == 17); levelCamera = FindObjectOfType<LevelCamera>(); Assert.IsNotNull(levelCamera); movement = gameObject.GetComponent<Movement>(); Assert.IsNotNull(movement); shooting = gameObject.GetComponent<Shooting>(); Assert.IsNotNull(shooting); health = gameObject.GetComponent<Health>(); Assert.IsNotNull(health); col = GetComponent<Collider>(); Assert.IsNotNull(col); }
// Use this for initialization void Awake() { move = gameObject.GetComponent<Movement>(); anim = move.anim; movement = move.getMove (); floorMask = LayerMask.GetMask ("Floor"); this.shooter = GetComponentInChildren<Shooting> (); Debug.Log ("Set Shooter."); }
// Use this for initialization void Start () { playerMovement = player.GetComponent<PlayerMovement> (); shooting = player.GetComponent<Shooting> (); }
void Awake() { playerShooting = GetComponentInChildren<Shooting> (); animator = GetComponent<Animator> (); }
void Awake () { aStarAI = GetComponent<AstarAI> (); gameManager = GameObject.FindGameObjectWithTag ("GameController"); audioSource = GetComponent<AudioSource> (); if(Side == whichSide.Ally) { myTeamAI = GameObject.Find("Ally COMMANDER").GetComponent<TeamAI>(); oppositionLayer = LayerMask.GetMask("Enemy"); oppositionLayerAsString = "Enemy"; } else if(Side == whichSide.Enemy) { myTeamAI = GameObject.Find("Enemy COMMANDER").GetComponent<TeamAI>(); oppositionLayer = LayerMask.GetMask("Ally"); oppositionLayerAsString = "Ally"; } fovCollider = GetComponentInChildren<BoxCollider2D> (); suspiciousLayers = oppositionLayer; //TODO: Add corpses to this sightBlockLayers = LayerMask.GetMask ("Obstacle", "Door", "Ally", "Enemy"); myWeapon = transform.FindChild ("Gun").gameObject; shootScript = myWeapon.GetComponentInChildren<Shooting> (); speed = walkSpeed; aStarAI.speed = speed; normalStates = new stateMachine[] {stateMachine.Guarding, stateMachine.Patroling}; curiousStates = new stateMachine[] {stateMachine.CheckingBody, stateMachine.Searching}; combatStates = new stateMachine[] {stateMachine.Charging, stateMachine.TakingCover, stateMachine.Flanking}; postCombatStates = new stateMachine[] {stateMachine.CheckingBody, stateMachine.Searching}; }