public Game(Vector2 resolution, char clear, int boundSize) { if (g == null) { g = this; } else { throw new Exception("Singleton Exception @ Game.cs"); } toUpdate = new List <Action>(); windowReserve = new Vector2(20, 4); r = new Renderer(resolution, clear, windowReserve); i = new Input(); e = new EntityMap(boundSize); w = new World(new Vector2(16, 16), new Vector3(16, 8, 4)); frameCount = 0; lastFrameTime = 0; run = true; enemy = new Enemy('E', new Vector3(15, 15, 0)); toUpdate.Add(enemy.doUpdate); pc = new playerCharacter('@', new Vector3(10, 10, 0)); toUpdate.Add(pc.doUpdate); }
void setCharacterStats(string hero) { switch (hero) { case "Magnus": character = playerCharacter.Magnus; break; case "Anders": character = playerCharacter.Anders; break; case "Anton": character = playerCharacter.Anton; break; case "Johan": character = playerCharacter.Johan; break; case "Jonas": character = playerCharacter.Jonas; break; case "Marcus": character = playerCharacter.Marcus; break; case "Dick": character = playerCharacter.Dick; break; } setCharacterStats(character); }
// Use this for initialization void Start() { player = GetComponent<playerCharacter> (); rigid = GetComponent<RigidBodyControls> (); fire = transform.FindChild ("fire").gameObject; heal = transform.FindChild ("heal").gameObject; speed = transform.FindChild ("trail").gameObject; }
void Awake() { rigidbody.freezeRotation = true; rigidbody.useGravity = false; player = GetComponent<playerCharacter> (); controllerInput = GetComponent<XboxControls>(); animator = GetComponentInChildren<Animator> (); trailEffect = transform.FindChild("dashTrail").gameObject; }
private void Start() { BGM = BGMGO.GetComponent <AudioSource>(); cameraController = cameraControllerGO.GetComponent <cameraController>(); player = playerGO.GetComponent <playerCharacter>(); roomGO = Instantiate(roomGO); room = roomGO.GetComponent <roomController>(); BGM.Play(); alive = true; playerGO.transform.localPosition = new Vector3(room.initialPositionX, room.initialPositionY, playerGO.transform.localPosition.z); getNotifiables(); OrderNotifiables(); }
private gameController manager; // Referance to the game controller #endregion Fields #region Methods public void respawn(playerCharacter player) { player.health = 100; player.transform.position = transform.position; }
void setCharacterStats(playerCharacter hero) { switch (hero) { case playerCharacter.Magnus: GetComponent <Animator> ().SetInteger("Character", 1); canDoubleJump = false; canTrippleJump = false; isShooter = false; playerJumpHeight = 10; playerSpeed = 8; playerAttackRange = 5.0f; playerAttackPoints = 10; GetComponent <Transform> ().localScale = new Vector3(2.0f, 2.0f, 2.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.9f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.4f, 0.3f); attackTriggerShift = 0.6f; break; case playerCharacter.Anders: GetComponent <Animator> ().SetInteger("Character", 2); canDoubleJump = false; canTrippleJump = false; isShooter = false; playerJumpHeight = 10; playerSpeed = 6; playerAttackRange = 5.0f; playerAttackPoints = 15; GetComponent <Transform> ().localScale = new Vector3(3.0f, 3.0f, 3.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.7f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.6f, 0.5f); attackTriggerShift = 0.0f; break; case playerCharacter.Anton: GetComponent <Animator> ().SetInteger("Character", 3); canDoubleJump = true; canTrippleJump = true; isShooter = false; playerJumpHeight = 7; playerSpeed = 8; playerAttackRange = 5.0f; playerAttackPoints = 10; GetComponent <Transform> ().localScale = new Vector3(2.5f, 2.5f, 2.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.7f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.4f, 0.3f); attackTriggerShift = 0.6f; break; case playerCharacter.Johan: GetComponent <Animator> ().SetInteger("Character", 4); canDoubleJump = false; canTrippleJump = false; isShooter = false; playerJumpHeight = 10; playerSpeed = 6; playerAttackRange = 5.0f; playerAttackPoints = 20; GetComponent <Transform> ().localScale = new Vector3(2.5f, 2.5f, 2.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.7f); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.55f, 0.4f); attackTriggerShift = 0.6f; break; case playerCharacter.Jonas: GetComponent <Animator> ().SetInteger("Character", 5); canDoubleJump = false; canTrippleJump = false; isShooter = true; playerJumpHeight = 10; playerSpeed = 7; playerAttackPoints = 1; shooterCooldown = 0.1f; isGunActive = true; GetComponent <Transform> ().localScale = new Vector3(2.5f, 2.5f, 2.5f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.6f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 0.8f, this.transform.position.z); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.4f, 0.3f); attackTriggerShift = 0.9f; break; case playerCharacter.Marcus: GetComponent <Animator> ().SetInteger("Character", 6); canDoubleJump = true; canTrippleJump = false; isShooter = false; playerJumpHeight = 10; playerSpeed = 8; playerAttackRange = 5.0f; playerAttackPoints = 2; GetComponent <Transform> ().localScale = new Vector3(2.5f, 2.5f, 2.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.7f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z); circleAttackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); break; case playerCharacter.Dick: GetComponent <Animator> ().SetInteger("Character", 7); canDoubleJump = false; canTrippleJump = false; isShooter = true; isGunActive = false; playerJumpHeight = 10; playerSpeed = 8; playerAttackPoints = 12; shooterCooldown = 1.0f; GetComponent <Transform> ().localScale = new Vector3(3.0f, 3.0f, 3.0f); GetComponent <BoxCollider2D> ().size = new Vector2(0.3f, 0.6f); groundCheck.position = new Vector3(this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z); attackTrigger.GetComponent <attackTrigger> ().setAttackPoints(playerAttackPoints); attackTrigger.GetComponent <BoxCollider2D> ().size = new Vector2(0.4f, 0.3f); attackTriggerShift = 0.9f; break; } }
// Use this for initialization void Start() { keyLoaded = false; inMag = magSize; reloadTimer = reloadTime; shotTimer = interShotDelay; player = transform.parent.gameObject; trail = player.transform.Find ("HYPEtrail"); shootFrom = transform.FindChild("Gun/BarrelTip").gameObject; HYPECounter = player.GetComponent<ScoreKeeper>(); gunSprite = shootFrom.transform.parent.GetComponent<SpriteRenderer>(); playerScript = transform.parent.GetComponent<playerCharacter>(); gunGlow = transform.Find ("Gun").Find("Glow").gameObject; gunUnderlay = transform.Find ("Gun").Find("GunUnderlay").gameObject; gunGlow.SetActive (false); if (equippedHypePrefab != null) { Debug.Log ("Hype is being spawned."); equippedHype = (GameObject) Instantiate (equippedHypePrefab, transform.parent) as GameObject; } }
private CanvasGroup visibility; // Referance to the canvasGroup component #endregion Fields #region Methods void Start() { manager = GameObject.FindGameObjectWithTag ("GameController").GetComponent<gameController>(); GameObject tempPlayer; if (manager.settings == null) { if (playerNumber == 1) { tempPlayer = GameObject.Find ("Player 1(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 1 doesn't exist"); } } else if (playerNumber == 2) { tempPlayer = GameObject.Find ("Player 2(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 2 doesn't exist"); } } else if (playerNumber == 3) { tempPlayer = GameObject.Find ("Player 3(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 3 doesn't exist"); } } else { tempPlayer = GameObject.Find ("Player 4(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 4 doesn't exist"); } } //healthBar = GetComponent<Image> (); //startingColour = player.transform.FindChild ("characterModel").FindChild ("goo_man").renderer.material.color; } else { if (playerNumber == 1) { tempPlayer = GameObject.Find ("Player 1(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 1 doesn't exist"); } } else if (playerNumber == 2) { tempPlayer = GameObject.Find ("Player 2(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 2 doesn't exist"); } } else if (playerNumber == 3) { tempPlayer = GameObject.Find ("Player 3(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 3 doesn't exist"); } } else { tempPlayer = GameObject.Find ("Player 4(Clone)"); if (tempPlayer != null) { player = tempPlayer.GetComponent<playerCharacter> (); } else { Debug.Log ("player 4 doesn't exist"); } } } healthBar = GetComponent<Image> (); if(player != null) { startingColour = player.transform.FindChild ("characterModel").FindChild ("goo_man").renderer.material.color; } else { healthBar.color = new Color(0,0,0,0); gameObject.SetActive(false); } }
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { m_Character = GetComponent <playerCharacter>(); }