public void Start() { // Find external scripts. camShakeScript = GameObject.Find("CamShake").GetComponent <CameraShake> (); parentToTransformScript = GetComponent <ParentToTransform> (); timeBodyScript = GetComponent <TimeBody> (); // Finds texture scroll script. if (textureScrollScript == null) { textureScrollScript = GetComponentInChildren <ScrollTextureOverTime> (true); } // If not connected to a block formation, set property to not connected to block formation. if (blockFormationScript == null) { isBlockFormationConnected = false; return; } // If connected to a block formation, set property to connected. if (blockFormationScript != null) { isBlockFormationConnected = true; } }
void Start() { animator = GetComponent <Animator>(); timeBody = GetComponent <TimeBody>(); CheckOn(); CheckLocked(); }
void Awake() { playerBody = transform.parent; inputManager = transform.parent.GetComponent <InputManager>(); timeBody = playerBody.GetComponent <TimeBody>(); Cursor.lockState = CursorLockMode.Locked; }
void OnEnable() { animator = GetComponent <Animator>(); playerTimeBody = transform.GetChild(0).GetComponent <TimeBody>(); playerAudioSource = playerTimeBody.GetComponent <AudioSource>(); PlayerMovement.OnDie += PlayerMovement_OnDie; }
void Awake() { _Health = _initialHealth; _Calibrated = false; _playerRB = gameObject.GetComponent <Rigidbody2D>(); _timeBody = GetComponent <TimeBody>(); StartCoroutine(InitialCalibration()); }
public void ShowRewindTimer() { timeBody = FindObjectOfType <TimeBody>(); if (timeBody != null) { SetRewind(timeBody.pointsInTimes.Count); } }
private void Start() { timer = gameTimer; timeBody = FindObjectOfType <TimeBody>(); TotalAmmo = Ammo; health = maxHealth; SetMaxHealth(maxHealth); timeUpPanel.SetActive(false); }
public override void Do(TimeBody owner = null) { if (owner == null) { ShotDefinition.ActivateForPlayer(ShotOwner, ShotLocation, ShotDirection); } else { ShotDefinition.ActivateForGhost(owner.GameObj.GetComponent <Ghost>(), ShotLocation, ShotDirection); } }
void OnEnable() { aircraft = Object.Instantiate(DataManager.Instance.choosenAircraft); aircraft.fuel = aircraft.totalFuel; aircraft.speed = aircraft.manufactureSpeed; aircraft.maneuver = aircraft.manufactureManeuver; timeMachine = GetComponent <TimeBody>(); planeAudio = GetComponent <AudioSource>(); propelerCurrentSpeed = propelerNormalSpeed; defaultSpawnPosition = this.gameObject.transform.position; defaultQuaternion = this.gameObject.transform.rotation; }
void Awake() { audioSource = GetComponent <AudioSource>(); timeBody = GetComponent <TimeBody>(); foreach (Transform item in destinations) { points.Add(item); } destination = points[0].position; targetRotation = points[0].rotation; transform.position = points[0].position; deltaMovement = transform.position; }
void Start() { if (GetComponent <Animator>() != null) { animator = GetComponent <Animator>(); } timeBody = GetComponent <TimeBody>(); foreach (var item in links) { if (item.GetComponent <Link>() != null) { item.GetComponent <Link>().Lock(locked); } } }
void Awake() { timeBody = GetComponent <TimeBody>(); audioSource = GetComponent <AudioSource>(); if (active) { transform.position = positionOn.position; destination = positionOn.position; } else { transform.position = positionOff.position; destination = positionOff.position; } deltaMovement = transform.position; }
void Shoot() { // Shoot Ray that only hits things on the TimeTravel Layer RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range, layerMask)) { // See if it actually has a TimeBody script, if it does initiate the rewind method TimeBody timebody = hit.transform.GetComponent <TimeBody>(); if (timebody != null) { timebody.StartRewind(); } Debug.Log(hit.transform.name); } }
// Start is called before the first frame update void Start() { playerRigidbody = this.gameObject.GetComponent <Rigidbody>(); if (playerRigidbody == null) { playerRigidbody = this.gameObject.AddComponent <Rigidbody>() as Rigidbody; } startRotation = this.transform.rotation; playerRigidbody.isKinematic = true; TimeBody tb = this.gameObject.AddComponent <TimeBody>(); tb.isPlatform = true; if (Object.FindObjectOfType <simplePlatformManager>() == null) { GameObject platformManager = new GameObject("Platform Manager"); platformManager.AddComponent <simplePlatformManager>(); } }
// Start is called before the first frame update void Start() { // TODO: NUll check errors!! _rigidbody2D = GetComponent <Rigidbody2D>(); _playerAnimator = GetComponent <Animator>(); _playerAudioSource = GetComponent <AudioSource>(); _playerBodyCollisionBox = GetComponentInChildren <MainPlayerBody>(); _playerFeetCollisionBox = GetComponentInChildren <MainPlayerFeet>(); //Debug.Log(_playerBodyCollisionBox.isHittingWall()); _timeBody = GetComponent <TimeBody>(); if (!UIManager.Instance) { UIManager.Instance.UpdatePlayerLives(_playerHealth); } else { Debug.LogError("MainPlayer::Start(): UIManager instance not found."); } }
public void OnInit(InitContext context) { if (context == InitContext.Activate) { TimeBody = GameObj.GetComponent <TimeBody>(); loopGhost = () => { var renderer = GameObj.GetComponent <SpriteRenderer>(); if (renderer != null) { renderer.ActiveSingle = true; } var physics = GameObj.GetComponent <RigidBody>(); if (physics != null) { physics.ActiveSingle = true; } TimeBody.StartReplay(1, true, loopGhost); }; loopGhost(); } }
private void Start() { if (!UIManager.Instance) { Debug.Log("Player::Start(): Could not find UIManager instance."); } else { UIManager.Instance.UpdatePlayerCoins(_playerCoins); UIManager.Instance.UpdatePlayerLives(_playerLives); //UIManager.Instance.UpdateHammerUsage(_hammerUsage); UIManager.Instance.UpdateTravelDistance(0); } _timeBody = GetComponent <TimeBody>(); if (_timeBody == null) { Debug.LogWarning("Player::Start(): timebody not assigned."); } _startPosition = transform.position; _playerAudioSource = GetComponent <AudioSource>(); }
void Awake() { TimeBody tb = this.gameObject.AddComponent <TimeBody>(); tb.isPlatform = true; }
public abstract void Do(TimeBody owner = null);
// Start is called before the first frame update void Start() { _timeBody = GameObject.Find("Player").GetComponent <TimeBody>(); }
public virtual void Awake() { timeBody = GetComponent <TimeBody>(); }