public virtual void Initialize(MonoBehaviour monoBehaviour) { _monoBehaviour = monoBehaviour; _shootingController = _monoBehaviour.GetComponent <ShootingController>(); _healthController = _monoBehaviour.GetComponent <HealthController>(); _player = GameObject.FindGameObjectWithTag("Player"); }
private void Victoria() { canvasGanas.SetActive(true); todosLosEnemigos = GameObject.FindGameObjectsWithTag("Enemigo"); for (var i = 0; i < todosLosEnemigos.Length; i++) { if (todosLosEnemigos[i]) { todosLosEnemigos[i].GetComponent <NavigatorMovement>().ParaDePerseguir(); } } CharacterController controlador = this.gameObject.GetComponent <CharacterController>(); MovementController scriptMovimiento = this.gameObject.GetComponent <MovementController>(); ShootingController scriptDisparo = this.gameObject.GetComponent <ShootingController>(); scriptMovimiento.enabled = false; controlador.enabled = false; scriptDisparo.enabled = false; Camera.main.transform.position = posicionFinalCamara.position; Camera.main.transform.rotation = posicionFinalCamara.rotation; }
public void Destruir(string muerto) { Instantiate(explosion, transform.position, transform.rotation); if (muerto == "Enemigo") { Destroy(this.gameObject); } if (muerto == "Player") { todosLosEnemigos = GameObject.FindGameObjectsWithTag("Enemigo"); for (var i = 0; i < todosLosEnemigos.Length; i++) { if (todosLosEnemigos[i]) { todosLosEnemigos[i].GetComponent <NavigatorMovement>().ParaDePerseguir(); } } CharacterController controlador = this.gameObject.GetComponent <CharacterController>(); MovementController scriptMovimiento = this.gameObject.GetComponent <MovementController>(); ShootingController scriptDisparo = this.gameObject.GetComponent <ShootingController>(); scriptMovimiento.enabled = false; controlador.enabled = false; scriptDisparo.enabled = false; canvasFin.SetActive(true); var tankRenderer = transform.Find("TankRenderers"); Destroy(tankRenderer.gameObject); Camera.main.transform.position = posicionFinalCamara.position; Camera.main.transform.rotation = posicionFinalCamara.rotation; } }
void Awake() { if (isPlayer) { _playerController = GetComponent <CharacterAttackController>(); _playerMovement = GetComponent <CharacterMovement>(); _rigidbody = GetComponent <Rigidbody>(); _shootingController = GetComponent <ShootingController>(); } if (isEnemy) { _enemyController = GetComponent <EnemyController>(); _navMeshAgent = GetComponent <NavMeshAgent>(); } if (isViper) { _navMeshAgent = GetComponent <NavMeshAgent>(); _enemyAudio = GetComponent <AudioSource>(); _viperController = GetComponent <TheViperController>(); } _animations = GetComponent <CharacterAnimations>(); }
void OnTriggerEnter(Collider other) { Player3D player = other.GetComponent <Player3D>(); ShootingController shoot = other.GetComponent <ShootingController>(); if (player != null) { if (player.bristles == requiredBristleAmount) { { superBrushActive = true; mainCamera.enabled = false; sweepCamera.enabled = true; camSweepAnim.enabled = true; checkpointUI.SetActive(false); curColorUI.SetActive(false); prevColorUI.SetActive(false); nextColorUI.SetActive(false); bristleUI.SetActive(false); timerUI.SetActive(false); pauseUI.SetActive(false); winUI.SetActive(true); restartButton.SetActive(true); quitButton.SetActive(true); player.playerSpeed = 0f; player.stopJumping = true; shoot.stopShooting = true; player.inkySound.Stop(); } } } }
void Awake() { rb = gameObject.GetComponent <Rigidbody> (); health = gameObject.GetComponent <Health> (); shooting = gameObject.GetComponentInChildren <ShootingController> (); rb.interpolation = RigidbodyInterpolation.Extrapolate; rb.constraints = RigidbodyConstraints.FreezeRotation; AudioListener listener = GetComponentInChildren <AudioListener> (); if (listener != null) { audioListener = listener.transform; audioListener.parent = null; //unparent audiolistener audioListener.rotation = Quaternion.Euler(0, GameObject.FindObjectOfType <Camera>().transform.rotation.eulerAngles.y, 0); //rotation is based on camera rotation } timerDisplay.transform.parent = null; //timer moves independently from player health.onDeath += Die; health.onHit += Hit; damageOverlay = GameObject.Find("DamageOverlay").GetComponent <Image>(); }
private void Start() { if (Instance != null) { Destroy(gameObject); return; } Instance = this; if (AsteroidAngle <= 0) { Debug.LogWarning("Invalid asteroid Angle! (Must be greater than zero!)"); AsteroidAngle = 60f; } shootingController = GetComponent <ShootingController>(); Health = startingHealth; Blanks = startingBlanks; Score = 0; animator = GetComponent <Animator>(); StartCoroutine(UpdateScore()); }
void Awake() { this.groundLayer = LayerMask.GetMask("Ground"); this.rb = GetComponent <Rigidbody2D>(); this.shootingController = this.GetComponent <ShootingController>(); this.skeletonAnimation = this.GetComponentInChildren <SkeletonAnimation>(); goingRight = true; }
void Start() { movementController = gameObject.AddComponent <MovementController>(); movementController.Initialize(GetComponentInChildren <IsometricCharacterRenderer>(), GetComponent <Rigidbody2D>(), movementSpeed); //Get direction from input shootingController = gameObject.AddComponent <ShootingController>(); shootingController.Initialize(GetComponentInChildren <IsometricCharacterRenderer>(), ShootingProjectiles[0]); }
void Awake() { playerInput = GetComponent <PlayerInput>(); movementController = GetComponent <MovementController>(); shootingController = GetComponent <ShootingController>(); dashTime = properties.dashTime; LifePoints = properties.lifePoints; }
private void Awake() { Instance = transform; m_rigidbody = GetComponent <Rigidbody>(); m_pitchYawRoll = transform.localEulerAngles; m_health = GetComponent <HealthSystem>(); m_shootingController = GetComponent <ShootingController>(); }
void OnTriggerEnter(Collider other) { if (other.gameObject.layer == 9) { ShootingController gunController = other.gameObject.GetComponent <ShootingController>(); gunController.PickupWeapon(weaponIndex); Destroy(gameObject); } }
protected override void Init() { shooting = gameObject.GetComponentInChildren <ShootingController> (); pc = GameObject.FindObjectOfType <PlayerController> (); base.Init(); backsUp = moves; GameManager.allEnemyTargets.Add(transform); }
void Start() { heli = GetComponent <Helicopter> (); player = GameObject.FindObjectOfType <PlayerController> ().transform; shooting = GetComponentInChildren <ShootingController> (); UpdateTargetsQue(); AIStart(); }
public void SaveGame() { ShootingController controller = GetComponent <ShootingController>(); PlayerPrefs.SetInt(Key.LastScore, score); PlayerPrefs.SetInt(Key.BallAmount, controller.Amount); PlayerPrefs.SetString(Key.LastBall, controller.BallName); bm.SaveBlocks(); PlayerPrefs.SetInt(Key.GameIsSaved, 1); PlayerPrefs.Save(); }
public void Start() { if (!shootingController) { shootingController = GameObject.Find("ShootingController").GetComponent <ShootingController>(); } if (!gameController) { gameController = GameObject.Find("GameController").GetComponent <GameController> (); } }
void Start() { shooting = GetComponentInChildren <ShootingController> (); shooting.SetEnabled(false); if (automatic) { SetupTarget(); } obstacle = GetComponent <NavMeshObstacle> (); obstacle.enabled = false; }
//EffectFollow currentVisualEffect; protected override void Init() { shooting = gameObject.GetComponentInChildren <ShootingController> (); prioritizesFirstTarget = true; base.Init(); backsUp = moves; originalActiveRange = activeRange; health.onHit = TriggerAlert; health.onSwipeDeath = TrySwapWeapons; }
//.5s invulnerability when hit? // Start is called before the first frame update void Awake() { playerController = GetComponent <PlayerController>(); shootingController = GetComponentInChildren <ShootingController>(); Time.timeScale = 1;//unpause hpCanvas = Instantiate(hpCanvas); deathCanvas = Instantiate(deathCanvas); deathCanvas.gameObject.SetActive(false); //This is a mess but it works for now hpText = hpCanvas.gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>(); alive = true; tag = playerTag; }
void Start() { if (GameObject.Find("BGM") != null) { bgm = GameObject.Find("BGM"); mp = bgm.GetComponent <MusicPlayer>(); } if (pref != null) { pb = pref.GetComponent <ShootingController>(); } }
// Use this for initialization public override void Start() { sceneController = (ShootingController)SSDirector.Instance.currentSceneController; var d = Camera.main.ScreenPointToRay(Input.mousePosition).direction; gameobject.SetActive(true); sceneController.head.SetActive(true); transform.position = new Vector3(d.x, d.y + 1, 0); transform.rotation = Quaternion.Euler(90, 0, 0); var rig = gameobject.GetComponent <Rigidbody>() as Rigidbody; rig.isKinematic = false; rig.velocity = Vector3.zero; rig.AddForce(d * 30, ForceMode.Impulse); rig.AddForce(sceneController.wind, ForceMode.Impulse); }
void Start() { if (GetComponent <ChopperAI> () != null) { hasAI = true; ai = GetComponent <ChopperAI> (); } shooting = GetComponentInChildren <ShootingController> (); // setup check points for (int i = 0; i < groundCheckPointsContainer.childCount; i++) { checkPoints.Add(groundCheckPointsContainer.GetChild(i)); } }
public string colorType; //Stores color type for each paint pickup void Start() { // GameObject coloring = GameObject.FindGameObjectWithTag("Swap"); // if (coloring != null) // { // colorSwap = coloring.GetComponent<InkyColorChange>(); // } //Get and find projectile color manager GameObject proj = GameObject.FindGameObjectWithTag("Player"); if (proj != null) { playerShooting = proj.GetComponent <ShootingController>(); } }
public void InitEvents () { fc = FlowControl.Instance; lc = LevelControl.Instance; sc = ScoreControl.Instance; uic = UIControl.Instance; dc = DataControl.Instance; shootC = GameObject.Find ("Player").GetComponent<ShootingController> (); lc.BallsChanged += OnBallsChanged; lc.LevelChanged += OnLevelChanged; lc.TargetsChanged += OnTargetsChanged; sc.ScoreChanged += OnScoreChanged; shootC.InitPowerSlider += OnInitPowerSlider; shootC.UpdatePowerSlider += OnUpdatePowerSlider; string levelKind = dc.GetLevel (fc.Level).Kind; if (levelKind.Equals ("T")) GameObject.Find ("Player").GetComponent<MoveOnTrails> ().TrailsEndReached += OnTrailsEndReached; }
// Start is called before the first frame update void Start() { canTime = true; //Find and get player GameObject inky = GameObject.FindGameObjectWithTag("Player"); if (inky != null) { player = inky.GetComponent <Player3D>(); } //Find and get player's shooting ability GameObject shooting = GameObject.FindGameObjectWithTag("Player"); if (shooting != null) { shoot = shooting.GetComponent <ShootingController>(); } }
//called at intialisation void Start() { //gets the button listener buttonListen = (GameObject.FindGameObjectWithTag("GameController")).GetComponent <ButtonListener> (); //sets the movedirection to zero moveDirection = Vector2.zero; //gets the physics controller controller = GetComponent <Rigidbody2D>(); //gets the animator animator = GetComponent <Animator> (); //sets health and healthbar health = StartingHealth; healthBar = GameObject.FindGameObjectWithTag("HealthBar"); healthBar.GetComponent <Slider> ().value = health; //sets ammo and ammo count //addAmmoCount(StartingRangeAmmo); //RangeAmmoCountBox = GameObject.FindGameObjectWithTag ("AmmoCount"); //gets objects for shooting shootCon = GetComponent <ShootingController>(); lineRender = trajectoryObject.GetComponent <LineRenderer>(); //closes line renderer lineRender.gameObject.SetActive(false); //sets defualt of active //if (activeCount == null) // activeCount = PrimaryAmmoCount; if (PrimarySelected) { setActiveAmmoPrimary(true); } //gets sound object ASound = GetComponent <AttackSoundEffect>(); }
private IEnumerator StartPowerupTask() { ShootingController sController = Player.Instance.shootingController; ShootingSpeed original = sController.ShootSpeed; sController.DelayBetweenShots = ShootingSpeed.FASTEST.Speed; float t = 10; while (t > 0) { t -= Time.deltaTime; yield return(null); } sController.DelayBetweenShots = original.Speed; if (gameObject) { Destroy(gameObject); } }
void Start() { TrialActive = -1; IsGoaled = false; IsTimedOut = false; ElapsedTime = 0f; CurrentMaxFitness = 0f; FitnessList = new List <float>(Positions.Length); OptimizationManager = Optimizer.GetComponent <OptimizationManager>(); PositionCounter = 0; GoalScorer = Goal.GetComponent <GoalScorerController>(); Robot = (GameObject)Instantiate(Resources.Load("ShootingCar"), new Vector3(0f, 3f, 15f), Quaternion.identity); ShootingController = Robot.GetComponent <ShootingController>(); ShootingController.Initialize(Ball, Goal); RobotRigidbody = Robot.GetComponent <Rigidbody>(); BallRigidbody = Ball.GetComponent <Rigidbody>(); }
void Start() { playerRB = GetComponent <Rigidbody>(); playerCol = GetComponent <BoxCollider>(); playerRend = GetComponent <Renderer>(); playerShoot = GetComponent <ShootingController>(); inky = GetComponent <Animator>(); playerRend.material = inkyMaterials[0]; //Sets player's starting material to Greyscale currentCheckpoint = transform.position; //Sets player's first checkpoint to player location on start up canDestroyFloor = false; cpText.enabled = false; //Do not display checkpoint text until the player reaches it alterMovement = false; stickyHor = false; stopJumping = false; nextColor.color = uiColors[1]; //Display the default next color from the predetermined color order until the player switches color prevColor.color = uiColors[3]; //Display the default previous color from the predetermined color order until the player switches color onRamp = false; }
// Use this for initialization void Awake() { //closes overlay overlay.SetActive(false); //sets target to player target = GameObject.FindGameObjectWithTag("Player").transform; playerHitBox = GameObject.FindGameObjectWithTag("Player").GetComponent <ControllerPlayer> ().hitBox; //sets instance nav agent nav = GetComponent <NavigateAgent> (); //gets the path follower follow = GetComponent <PathFollower> (); //gets animator of instance animator = GetComponent <Animator> (); //gets rigidbody controller = GetComponent <Rigidbody2D> (); //gets shooting controller shootCon = GetComponent <ShootingController>(); //sets health and death state health = StartingHealth; onDeath = false; if (rangeAngle == Vector2.zero) { rangeAngle = new Vector2(1f, 1f); } //gets sound ASound = GetComponent <AttackSoundEffect>(); }
// Use this for initialization void Start() { sceneController = SSDirector.Instance.currentSceneController as ShootingController; }
// Use this for initialization void Start() { shooting = gunEnd.GetComponent <ShootingController>(); player = GameObject.FindWithTag("Player"); random = new System.Random (); }