// Start is called before the first frame update void Start() { //gain aceess to the amount of health the player has for decision making player = FindObjectOfType <playerHealth>(); //get hold of score manager for svaing score scoreManager = FindObjectOfType <scoreManager>(); }
private void Awake() { playerHealth = GetComponent <playerHealth>(); playerAnimator = GetComponent <Animator>(); playerSource = GetComponents <AudioSource>(); fadeInOut = GameObject.Find("FadeInOutSprite").GetComponent <SceneFadeOut>(); }
// *** This script will be on gameobject which has Animator i.e. on actual model. Genererally we have scripts on parents so that all children move together // but here we need ATTACK animations to set some values in this script. So we need to place this script on the model void Start() { //zombieNavmeshAgent = this.gameObject.GetComponent<NavMeshAgent>(); // zombieNavmeshAgent is on the parent object zombieNavmeshAgent.SetDestination(houseAsATargetTransform.position); pHealthScript = Object.FindObjectOfType <playerHealth>(); }
// Use this for initialization void Start () { theSpawnDoor = GameObject.Find ("winningConditions").GetComponent <spawnDoor> (); Time.timeScale = 1; thePlayerScore = GameObject.Find("_GM").GetComponent<scoreController> (); thePlayerHealth = GameObject.Find("Player").GetComponent <playerHealth> (); }
NavMeshAgent nav; //抓取enemy的nav组件 void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; //绑定玩家 pHealth = player.GetComponent <playerHealth> (); //绑定玩家生命值 eHealth = GetComponent <enemyHealth> (); //绑定当前enemy生命值 nav = GetComponent <NavMeshAgent>(); //绑定nav组件 }
//we want to use the player as a reference for animating and giving a simple AI. void Start() { Player = GameObject.Find("Player"); ControllerScript = Player.GetComponent <PlayerController> (); PHealthScript = Player.GetComponent <playerHealth> (); controller = GetComponent <CharacterController> (); rend = GetComponent <SpriteRenderer> (); target = GameObject.FindGameObjectWithTag("Player"); //Physics.IgnoreCollision (target.GetComponent<Collider> (), GetComponent<Collider> ()); Physics.IgnoreCollision(target.transform.root.GetComponent <Collider> (), GetComponent <Collider> ()); //Physics.IgnoreCollision (SlashWave.GetComponent<BoxCollider> (), GetComponent<Collider> ()); origX = transform.localScale.x; //here it makes it ignore other enemy colliders so they can't get caught on each other. GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy"); foreach (GameObject en in enemies) { if (en.GetComponent <Collider> () != GetComponent <Collider> ()) { Physics.IgnoreCollision(GetComponent <Collider> (), en.GetComponent <Collider> ()); } } bullet = Instantiate(enemyBullet, bulletPosition.position, Quaternion.Euler(0, 0, 0)) as GameObject; bullet.GetComponent <SpriteRenderer> ().enabled = false; bulletrb = bullet.GetComponent <Rigidbody> (); bulletScript = bullet.GetComponent <enemyBullet> (); HealthScript = GetComponent <enemyHealth> (); }
void Start() { zState = State.MovingToHouse; pHealthScript = Object.FindObjectOfType <playerHealth>(); myZombAgent.SetDestination(houseTransform.position); }
void Awake() { Gplayer = GameObject.FindGameObjectWithTag("Player").transform; playerhealth = Gplayer.GetComponent <playerHealth> (); enemyhealth = GetComponent <EnemyHealth> (); nav = GetComponent <NavMeshAgent> (); }
void OnTriggerStay2D(Collider2D other) { if (other.tag == "Player" && nextDamage < Time.time) //tag w unity { playerHealth thePlayerHealth = other.gameObject.GetComponent <playerHealth>(); //odwolanie do skryptu thePlayerHealth.addDamage(damage); nextDamage = Time.time + damageRate; pushBack(other.transform); } void pushBack(Transform pushedObject) //push backward, dostep do poruszania sie po czasie; { Vector2 pushDirection = new Vector2(0, (pushedObject.position.y - transform.position.y)).normalized; //direction of push - opposite to direction that is pushin, normalize ma wartosc 1 //kierunek odwrotny do wektora pushDirection *= pushBackForce; //not normalized Rigidbody2D pushRB = pushedObject.gameObject.GetComponent <Rigidbody2D>(); //RB popychanego obiektu pushRB.velocity = Vector2.zero; pushRB.AddForce(pushDirection, ForceMode2D.Impulse); //impuls albo sila wybuch } }
void fire(GameObject bulletEmitter) { if (Time.time - lastFireTime > 1) { GameObject player = GameObject.Find("Main Character Doesn't Run(Clone)"); playerHealth health = player.GetComponent <playerHealth>(); if (health.dead == false) { lastFireTime = Time.time; //Get the bulletEmitter to rotate towards the player Vector3 dir = player.transform.position - bulletEmitter.transform.position; float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; bulletEmitter.transform.rotation = Quaternion.Euler(0f, 0f, angle); //Get bullet GameObject bullet = Instantiate(bulletPrefab, bulletEmitter.transform.position, bulletEmitter.transform.rotation); bullet.GetComponent <turretBulletBeahviour>().passArgs(bulletEmitter.transform); AudioSource.PlayClipAtPoint(fireSound, bulletEmitter.transform.position); //Destroy bullet after 2 seconds Destroy(bullet, 2); } } }
void Awake() { if (pHealth == null) { pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <playerHealth>(); } }
// Use this for initialization void Start() { Player = GameObject.Find("Player"); ControllerScript = Player.GetComponent <PlayerController> (); PHealthScript = Player.GetComponent <playerHealth> (); controller = GetComponent <CharacterController> (); controller.detectCollisions = false; target = GameObject.FindGameObjectWithTag("Player"); //Physics.IgnoreCollision (target.GetComponent<Collider> (), GetComponent<Collider> ()); Physics.IgnoreCollision(target.transform.root.GetComponent <Collider> (), GetComponent <Collider> ()); Devilchu = GameObject.FindGameObjectWithTag("Devilchu"); Physics.IgnoreCollision(Devilchu.transform.root.GetComponent <Collider> (), GetComponent <Collider> ()); MyAnimation = gameObject.transform.FindChild("Animation").GetComponent <Animator> (); SlashWave = gameObject.transform.FindChild("Animation/LeafBody/LeafLLeg/SlashWave").gameObject; SlashWave.GetComponent <BoxCollider> ().enabled = false; SlashWave.GetComponent <SpriteRenderer> ().enabled = false; HealthScript = gameObject.GetComponent <enemyHealth> (); }
// Use this for initialization void Start() { words = GetComponent <UnityEngine.UI.Text> (); player = GameObject.Find("Player"); playerHealth = player.GetComponent <playerHealth> (); //bomber = player.GetComponent<shootBomb> (); }
// Use this for initialization void Start() { redPots = 2; redNum = GameObject.Find("redNum").GetComponent <Text>(); playerHealth = GameObject.Find("Player").GetComponent <playerHealth>(); playerAttack = GameObject.Find("trigger").GetComponent <playerAttack> (); }
public AudioClip explosionAudio; //Som da explosao // Start is called before the first frame update void Awake() { Vector3 explosionPos = transform.position; //Pega a posição do objeto pra criar a Overlap Sphere Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); //Cria a overlap sphere naquele ponto com aquele raio foreach (Collider hit in colliders) { Rigidbody rb = hit.GetComponent <Rigidbody>(); //Pega o rigidbody do que foi acertado //Se rb foi encontrado no objeto if (rb != null) { Debug.Log("Acertou"); //Built-in function --- Forca da explosao, ponto da onde explodiu, raio //Modificador que joga pra cima, modo de forca = impulso rb.AddExplosionForce(power, explosionPos, radius, 3.0f, ForceMode.Impulse); if (hit.tag == "Player") { playerHealth thePlayerHealth = hit.gameObject.GetComponent <playerHealth>(); //Pq aqui é so o Collider thePlayerHealth.addDamage(damage); } else if (hit.tag == "Enemy") { enemyHealth theEnemyHealth = hit.gameObject.GetComponent <enemyHealth>(); theEnemyHealth.addDamage(damage); theEnemyHealth.addFire(); } } } AudioSource.PlayClipAtPoint(explosionAudio, transform.position, 1f); }
// funcion atacar, cuando el jugador esta en rango private void AttackPlayer() { //inmobilizamos al enemigo agent.SetDestination(transform.position); Vector3 targetPosition = new Vector3(player.position.x, transform.position.y, player.position.z); transform.LookAt(targetPosition); // verificamos si estamos en cooldown if (!alreadyAttacked) { anim.SetTrigger(attack); alreadyAttacked = true; // comprobamos todos los colliders en rango a ver si alguno es el jugador Collider[] hits = Physics.OverlapBox(attack_area.transform.position + attack_area.center, attack_area.size / 2, Camera.main.transform.rotation); foreach (Collider obj in hits) { print(obj); playerHealth obj_health = obj.gameObject.GetComponent <playerHealth>(); if (obj_health) { obj_health.receive_damage(2); } } alreadyAttacked = true; // cooldown Invoke(nameof(ResetAttack), timeBetweenAttacks); } }
// Use this for initialization void Start() { Player = GameObject.Find("Player"); ControllerScript = Player.GetComponent <PlayerController> (); HealthScript = Player.GetComponent <playerHealth> (); isAlive = true; rend = GetComponent <SpriteRenderer> (); if (isBigBlock) { Explosion.startLifetime = 1.5f; Explosion.startSize = 0.7f; Explosion.maxParticles = 30; Explosion.startSpeed = 1.0f; } else { Explosion.startLifetime = 0.56f; Explosion.startSize = 0.65f; Explosion.maxParticles = 25; } controller = GetComponent <CharacterController> (); controller.detectCollisions = false; Physics.IgnoreCollision(Player.transform.root.GetComponent <Collider> (), GetComponent <Collider> ()); }
public override void Deactivate(GameObject player) { playerHealth ph = player.GetComponent <playerHealth> (); ph.DecreaseCurrentDamage(damage); Debug.Log("Players damage has decreased by " + damage); }
// Use this for initialization void Start() { Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); foreach (Collider hit in colliders) { Rigidbody rb = hit.GetComponent <Rigidbody>(); if (rb != null) { rb.AddExplosionForce(power, explosionPos, radius, 3.0f, ForceMode.Impulse); } if (hit.tag == "Player") { playerHealth thePlayerHealth = hit.gameObject.GetComponent <playerHealth>(); thePlayerHealth.addDamage(damage); } else if (hit.tag == "Enemy") { enemyHealth theEnemyHealth = hit.gameObject.GetComponent <enemyHealth>(); theEnemyHealth.addDamage(damage); } } }
void Awake() { anim = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <playerHealth>(); }
void Awake() { if (pHealth == null) { pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<playerHealth>(); } }
void Start() { // Setting up the references. player = GameObject.Find("Player"); playerHealth = player.GetComponent <playerHealth>(); anim = GetComponent <Animator>(); }
void OnTriggerEnter(Collider other) { Instantiate(explosionParticle, transform.position, transform.rotation); Collider[] colliders = Physics.OverlapSphere(transform.position, radius); for (int i = 0; i < colliders.Length; i++) { Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>(); if (!targetRigidbody) { continue; } targetRigidbody.AddExplosionForce(explosionForce, transform.position, radius); playerHealth targetHealth = targetRigidbody.GetComponent <playerHealth>(); if (!targetHealth) { continue; } float damage = CalculateDamage(targetRigidbody.position); targetHealth.TakeDamage(damage); } Destroy(gameObject); }
// Use this for initialization void Start() { nextDamage = Time.time; thePlayer = GameObject.FindGameObjectWithTag("Player"); thePlayerHealth = thePlayer.GetComponent <playerHealth>(); thisObject = GameObject.FindGameObjectWithTag("Electric"); InvokeRepeating("DisappearanceLogic", 0, 1f); }
void Start() { mouth = gameObject.transform.Find("Lion_Mouth").gameObject; player = GameObject.FindWithTag ("P1"); mouth.active = false; anim = GetComponent<Animator> (); playerhealth = player.GetComponent<playerHealth>(); }
private void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <playerHealth>(); target = new Vector2(player.position.x, player.position.y); }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerController> (); camera = FindObjectOfType <FollowCamera> (); forHealthFull = FindObjectOfType <playerHealth> (); }
void OnTriggerStay2D(Collider2D other) { if (other.tag == "Player") { playerHealth die = other.gameObject.GetComponent <playerHealth>(); die.makeDead(); } }
//bool isDead; void Awake() { pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <playerHealth>(); anim = GetComponent <Animator>(); //绑定动画 pMovement = GetComponent <playerMovement>(); //绑定自定义引动脚本 pShooting = GetComponentInChildren <playerShoot>(); currentTime = startingTime; //设置初始生命值 }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { playerHealth playerWins = other.gameObject.GetComponent <playerHealth> (); playerWins.winGame(); } }
// Update is called once per frame void Update() { if (scoreController == null) { scoreController = scoreInfo.healthController; } scoreDisplay.text = "Kills: " + scoreController.killCount + " / " + scoreNeeded; }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { playerHealth playerFell = other.GetComponent <playerHealth>(); playerFell.winGame(); } }
void Start() { player = GameObject.FindGameObjectWithTag ("Player"); player_Health = player.gameObject.GetComponent <playerHealth> (); healthRect=new Rect(Screen.width/10,Screen.height*8/10, Screen.width / 3, Screen.height / 50); healthTexture = new Texture2D(1, 1); healthTexture.SetPixel(0, 0, Color.green); healthTexture.Apply (); }
private void Awake() { gPoints = GameObject.FindWithTag("Player").GetComponent<growPoints>(); pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<playerHealth>(); pEnergy = GameObject.FindGameObjectWithTag("Player").GetComponent<playerEnergy>(); Top = GameObject.Find("Top").GetComponent<BoxCollider>(); Bot = GameObject.Find("Bottom").GetComponent<BoxCollider>(); Left = GameObject.Find("Left").GetComponent<BoxCollider>(); Right = GameObject.Find("Right").GetComponent<BoxCollider>(); }
void Start() { BlackMask = GameObject.Find ("Black Mask"); Eve = GameObject.Find ("Eve"); blackMaskController = BlackMask.GetComponent<BlackMaskController> (); eveController = Eve.GetComponent<EveController> (); blackMaskHealth = BlackMask.GetComponent<playerHealth> (); eveHealth = Eve.GetComponent<playerHealth> (); // set black mask as active blackMaskController.isActivePlayer = true; eveController.isActivePlayer = false; killed = 0; }
private void Awake() { pHealth = GameObject.FindWithTag("Player").GetComponent<playerHealth>(); }
private void Start() { targetRotation = transform.rotation; body = transform.Find ("Body").gameObject; if (GetComponent<Rigidbody> ()) rBody = GetComponent<Rigidbody> (); else Debug.LogError ("The character needs a rigidbody."); if (GetComponent<Animator> ()) { cAnimator = GetComponent<Animator> (); cAnimator.SetBool ("OnGround", true); } else Debug.LogError ("The character needs an animator."); if (GetComponent<playerHealth> ()) health = GetComponent<playerHealth> (); else Debug.LogError ("The character needs health."); }
private void Awake() { //energyFood = GameObject.FindWithTag("food").GetComponent<foodPills>(); pHealth = gameObject.GetComponent<playerHealth>(); }