public void level1Prefabs() { try{ // GameObject level2_stat_prfb = GameObject.Find ("land7_prefab"); // level2_stat_prfb.SetActive(false); // GameObject[] allObjects = UnityEngine.Object.FindObjectsOfType<GameObject> (); // foreach (GameObject go in allObjects) // if (go.transform.name .Contains ("Start (1)") || go.transform.name .Contains ("Start")) { // go.SetActive (true); PlayerPrefs.SetString("LEVEL", "LEVELI"); // } GameObject level2_stat_prfb = GameObject.Find("land3_prefab"); currentTile = level2_stat_prfb; // // GameObject start1 = GameObject.Find ("Start (1)"); // currentTile = start1; if (temp_level1_prefb_arr.Length != 0) { GameObject thePlayer = GameObject.Find("H T_P F R_Prefab"); playerBehaviour playerScript1 = thePlayer.GetComponent <playerBehaviour>(); playerScript1.StartCoroutine(playerScript1.DeleteTiles(0f)); LEVELONEPREFABS = temp_level1_prefb_arr; // GameObject start1_1 = GameObject.Find ("Start (1)"); // currentTile = start1_1; playerScript1.isLevelCreated = false; LEVELONE_ENEMIESARRAY = temp_level2_enemy_arr; } else { } // level2_stat_prfb.SetActive (false); } catch (System.Exception e) {} }
// Start is called before the first frame update void Start() { navMesh = GetComponent <NavMeshAgent>(); playerBehaviour = destination.GetComponent <playerBehaviour>(); hasKeyChaseSpeed = chaseSpeed * 1.4f; }
/* * FIGHTTAG is the key to know Hanuman to face Fights * (i.e Hanuman to face 1st Fight or 2nd one or 3rd One or 4th or 5th) * If FIGHTTAG is 0 , Hanuman will face 1st Fight at some distance */ void Start() { GameObject thePlayer = GameObject.Find("H T_P F R_Prefab"); playerBehaviour playerScript1 = thePlayer.GetComponent <playerBehaviour>(); First_Enenmy_Position_Main____ = playerScript1.TILESCOUNT; Second_Enenmy_Position_Main____ = playerScript1.TILESCOUNT; Third_Enenmy_Position_Main____ = playerScript1.TILESCOUNT; Fourth_Enenmy_Position_Main____ = playerScript1.TILESCOUNT; Fifth_Enenmy_Position_Main____ = playerScript1.TILESCOUNT; // PlayerPrefs.SetInt ("Diamond_Display__Int", 0); // if (PlayerPrefs.GetString ("LEVEL").Equals ("LEVELII")) { // LEVELONEPREFABS=new GameObject[LEVELIIPREFABS.Length]; // for(int i =0;i<LEVELONEPREFABS.Length;i++){ // LEVELONEPREFABS[i]=LEVELIIPREFABS[i]; // } // } PlayerPrefs.SetInt("JetPackStatus", 0); instance = GameObject.FindObjectOfType <TileManager>(); FIGHTTAG = PlayerPrefs.GetInt("FIGHTTAG"); mygameobject = new GameObject(); }
void Start() { PB = GetComponent <playerBehaviour>(); rb = GetComponent <Rigidbody2D>(); canMove = true; Physics2D.queriesStartInColliders = false; }
void Start() { BridgeWidth = bridge[0].gameObject.GetComponent <SpriteRenderer>().size.x; //StartCoroutine("barrelSpawn"); _playerBehaviour = FindObjectOfType(typeof(playerBehaviour)) as playerBehaviour; }
// Use this for initialization void Start() { currentScene = SceneManager.GetActiveScene().name.ToString(); Behaviour = GameObject.FindGameObjectWithTag("Player").GetComponent <playerBehaviour>(); inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>(); PV = Behaviour.getHP(); TorchFuel = Behaviour.getFuel(); menuItems = inventory.GetItems(); }
void Start() { cm = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>(); p1Behaviour = GameObject.FindGameObjectWithTag("Player1").GetComponent <playerBehaviour>(); p2Behaviour = GameObject.FindGameObjectWithTag("Player2").GetComponent <playerBehaviour>(); p1 = GameObject.FindGameObjectWithTag("Player1"); p2 = GameObject.FindGameObjectWithTag("Player2"); membrane = GameObject.FindGameObjectWithTag("Membrane"); membraneSupportSphere = GameObject.FindGameObjectWithTag("MembraneSupportSphere"); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { player1 = GameObject.FindWithTag(player1Tag); p1RigidBody = player1.GetComponent <Rigidbody>(); p1RigidBody.constraints = RigidbodyConstraints.FreezeRotation; p1Behaviour = player1.GetComponent <playerBehaviour>(); player2 = GameObject.FindWithTag(player2Tag); p2RigidBody = player2.GetComponent <Rigidbody>(); p2RigidBody.constraints = RigidbodyConstraints.FreezeRotation; p2Behaviour = player2.GetComponent <playerBehaviour>(); }
void Start() { membrane = GameObject.FindWithTag(membraneTag); membraneSupportSphere = GameObject.FindWithTag(membraneSupportSphereTag); membraneSupportCollider = membraneSupportSphere.GetComponent <SphereCollider>(); cloth = membrane.GetComponent <Cloth>(); material = membrane.GetComponent <Renderer>().material; player1 = GameObject.FindWithTag(player1Tag); player2 = GameObject.FindWithTag(player2Tag); p1Behaviour = player1.GetComponent <playerBehaviour>(); p2Behaviour = player2.GetComponent <playerBehaviour>(); }
// Update is called once per frame public void saveState() { PV = Behaviour.getHP(); TorchFuel = Behaviour.getFuel(); menuItems = inventory.GetItems(); currentScene = SceneManager.GetActiveScene().name.ToString(); if (currentScene == "Level_2" || currentScene == "Level_3") { Behaviour = GameObject.FindGameObjectWithTag("Player").GetComponent <playerBehaviour>(); inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>(); } }
// Use this for initialization private void Awake() { currentScene = SceneManager.GetActiveScene().name.ToString(); if (currentScene == "Level_2" || currentScene == "Level_3") { shoesTaken = true; } else { shoesTaken = false; } playerRigibody = GetComponent <Rigidbody>(); behaviour = GetComponent <playerBehaviour>(); inventory = GetComponent <Inventory>(); jumpSlider.value = (((jumpForce - minAirJumpForce) / (maxJumpForce - minAirJumpForce)) * 100); playerRigibody.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY; }
// Start is called before the first frame update void Start() { player1 = GameObject.FindWithTag(player1Tag); p1RigidBody = player1.GetComponent <Rigidbody>(); p1RigidBody.constraints = RigidbodyConstraints.FreezeRotation; p1Behaviour = player1.GetComponent <playerBehaviour>(); player2 = GameObject.FindWithTag(player2Tag); p2RigidBody = player2.GetComponent <Rigidbody>(); p2RigidBody.constraints = RigidbodyConstraints.FreezeRotation; p2Behaviour = player2.GetComponent <playerBehaviour>(); // Makes sticking rays ignore players, cell membrane, and support structure LayerMask playerLayer = 1 << 9; LayerMask cellLayer = 1 << 10; LayerMask supportLayer = 1 << 11; layerMask = ~(playerLayer | cellLayer | supportLayer); source = GetComponent <AudioSource>(); }
void Start() { cm = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>(); player1behaviour = GameObject.FindGameObjectWithTag("Player1").GetComponent <playerBehaviour>(); player2behaviour = GameObject.FindGameObjectWithTag("Player2").GetComponent <playerBehaviour>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <playerBehaviour>(); }
private void Start() { MonitorPlayer = FindObjectOfType <playerBehaviour>(); MonitorPlayer.OnGravityEffect += MonitorPlayer_OnGravityEffect; //Subscribe to main EventHandler }
private void Awake() { m_Character = GetComponent<playerBehaviour>(); }