// Use this for initialization void Start() { GetComponent<Rigidbody>().velocity = transform.forward * speed; gameState = GameObject.Find ("GameController").GetComponentInChildren<GameState> (); upgradeGUI = GameObject.Find("GUIController").GetComponentInChildren<UpgradeGUI>(); }
// Use this for initialization void Start() { playerState = GetComponent<PlayerState>(); weaponSystem = GetComponent<WeaponSystem> (); gameState = GameObject.Find("GameController").GetComponent<GameState>(); upgradeGUI = GameObject.Find("GUIController").GetComponentInChildren<UpgradeGUI>(); }
void Start() { gameState = GameObject.Find ("GameController").GetComponentInChildren<GameState> (); upgradeGUI = GameObject.Find("GUIController").GetComponentInChildren<UpgradeGUI>(); }
// Use this for initialization void Start() { player = GameObject.Find ("Player"); gameState = GameObject.Find ("GameController").GetComponentInChildren<GameState> (); flamer = GameObject.Find ("FlamerEmission"); fe = GameObject.Find ("FeEmission"); upgradeGUI = GameObject.Find("GUIController").GetComponentInChildren<UpgradeGUI>(); //initialize base stats meleeAttackSpeed_base = 1.0f; gunAmmo_base = 10; fireRate_base = 0.5f; pulseAmmo_base = 3; flameAmmo_base = 2.0f; feAmmo_base = 5.0f; pulse_radius_base = 50; flamerange_base = 5.0f; ferange_base = 5.0f; //initialize stat levels meleeAttackSpeed_level = 1; gunAmmo_level = 1; fireRate_level = 1; pulseAmmo_level = 1; flameAmmo_level = 1; feAmmo_level = 1; pulse_radius_level = 1; flamerange_level = 1; ferange_level = 1; //set base as max meleeAttackSpeed_max = meleeAttackSpeed_base; gunAmmo_max = gunAmmo_base; fireRate_max = fireRate_base; pulseAmmo_max = pulseAmmo_base; flameAmmo_max = flameAmmo_base; feAmmo_max = feAmmo_base; pulse_radius_max = pulse_radius_base; flamerange_max = flamerange_base; ferange_max = ferange_base; //set max to actual meleeAttackSpeed = meleeAttackSpeed_max; gunAmmo = gunAmmo_max; fireRate = fireRate_max; pulseAmmo = pulseAmmo_max; flameAmmo = flameAmmo_max; feAmmo = feAmmo_max; pulse_radius = pulse_radius_max; flamerange = flamerange_max; ferange = ferange_max; activeWeaponList [0] = true; melee.GetComponent<Collider>().enabled = false; }