// Start is called before the first frame update
 void Start()
 {
     isNear = false;
     pu     = player.GetComponent <playerUI>();
     gm     = FindObjectOfType <gamemanager>();
     //animator = transform.parent.GetComponent<Animator>();
 }
Example #2
0
 public override void init(GameObject T, playerUI pui)
 {
     player    = T;
     _playerUI = pui;
     _anim     = T.GetComponentInChildren <Animator>();
     // fireball = T.GetComponentInChildren<BasicController2D>().fireball;
 }
Example #3
0
 public override void init(GameObject T, playerUI pui)
 {
     player      = T;
     _playerUI   = pui;
     _anim       = T.GetComponentInChildren <Animator>();
     enemyLayers = 1 << LayerMask.NameToLayer("Enemy"); // dont use index, must shift to get bits.
     attackPoint = player.transform.Find("attackPoint");
 }
Example #4
0
 public override void init(GameObject T, playerUI pui)
 {
     player        = T;
     _playerUI     = pui;
     _anim         = player.GetComponentInChildren <Animator>();
     playercontrol = player.GetComponentInChildren <TayaController>();
     Debug.Log(playercontrol);
 }
Example #5
0
    private void Awake()
    {
        if (playerUI.instance != null)
        {
            Destroy(gameObject);
        }
        else
        {
            playerUI.instance = this;
        }

        DontDestroyOnLoad(gameObject);
    }
    void Start()
    {
        //link to the right hand
        rightHand = transform.FindChild("model/rightHand");
        playerCam = transform.FindChild("Main Camera");
        if(rightHand == null || playerCam == null){
            Debug.Log("Could not find components");
        }
        currentEvent = null;

        ui = gameObject.GetComponentInChildren<playerUI>();
    }
Example #7
0
 public virtual void init(GameObject T, playerUI pui)
 {
     player    = T;
     _playerUI = pui;
 }
Example #8
0
 // Start is called before the first frame update
 void Start()
 {
     pu         = player.GetComponent <playerUI>();
     getItemNum = 0;
 }
Example #9
0
 void Start()
 {
     PU = playerItem.GetComponent <playerUI>();
     //TP();
 }
 // Use this for initialization
 void Start()
 {
     //init health
     this.Health = startHealth;
     myPlayerUI = gameObject.transform.Find("Main Camera").GetComponent<playerUI>();
 }
Example #11
0
 void Start()
 {
     mouse_C();
     player_Ui = GetComponent <playerUI>();
     Gm        = Game_m.GetComponent <gamemanager>();
 }
Example #12
0
    /// <summary>
    /// Displays a preview of a player's abilities and game clock in a saved game in the Load Game Menu.
    /// </summary>
    private void LoadGamePlayerPreview( playerUI player, Vector3 [ ] data, float gameClock )
    {
        //Load each of the player's abilities
        for ( int i = 0; i < data.Length; i++ )
        {
            //Store the ability
            Ability a = Ability.AbilityList.GetAbilityByID ( (int)data [ i ].x );

            //Load ability name
            player.abilityName [ i ].text = a.Name;

            //Check if the ability is active
            if ( data [ i ].y == 0 )
                player.abilityName [ i ].color = new Color32 ( 200, 200, 200, 255 );

            //Check if the ability is attached to a piece
            if ( a.AttachesToPiece )
            {
                //Display the attached piece
                int piece = (int)data [ i ].z;
                switch ( (PieceColor)piece )
                {
                    case PieceColor.Red:
                        player.abilityPiece [ i ].color = Piece.Display.Red;
                        break;
                    case PieceColor.Blue:
                        player.abilityPiece [ i ].color = Piece.Display.Blue;
                        break;
                    case PieceColor.Green:
                        player.abilityPiece [ i ].color = Piece.Display.Green;
                        break;
                    case PieceColor.Yellow:
                        player.abilityPiece [ i ].color = Piece.Display.Yellow;
                        break;
                    case PieceColor.Black:
                        player.abilityPiece [ i ].color = Piece.Display.Black;
                        break;
                }
            }
            else if ( a.ID == Ability.AbilityList.NonagressionPact.ID && data [ i ].y == 0 )
            {
                //Display pieces
                int p1Piece = (int)data [ i ].z / 10;
                int p2Piece = (int)data [ i ].z % 10;
                player.abilityPiece [ i ].gameObject.SetActive ( false );
                player.p1NonagressionPiece [ i ].gameObject.SetActive ( true );
                player.p2NonagressionPiece [ i ].gameObject.SetActive ( true );
                switch ( (PieceColor)p1Piece )
                {
                    case PieceColor.Red:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Red;
                        break;
                    case PieceColor.Blue:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Blue;
                        break;
                    case PieceColor.Green:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Green;
                        break;
                    case PieceColor.Yellow:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Yellow;
                        break;
                    case PieceColor.Black:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Black;
                        break;
                    case PieceColor.Grey:
                        player.p1NonagressionPiece [ i ].color = Piece.Display.Grey;
                        break;
                }
                switch ( (PieceColor)p2Piece )
                {
                    case PieceColor.Red:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Red;
                        break;
                    case PieceColor.Blue:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Blue;
                        break;
                    case PieceColor.Green:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Green;
                        break;
                    case PieceColor.Yellow:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Yellow;
                        break;
                    case PieceColor.Black:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Black;
                        break;
                    case PieceColor.Grey:
                        player.p2NonagressionPiece [ i ].color = Piece.Display.Grey;
                        break;
                }
            }
            else
            {
                //Hide piece
                player.abilityPiece [ i ].gameObject.SetActive ( false );
            }
        }

        //Load each player's game clock
        if ( Settings.SaveDataGameClock != 0 )
        {
            //Display game clock
            int roundedTime = Mathf.CeilToInt ( gameClock );
            int sec = roundedTime % 60;
            int min = roundedTime / 60;
            player.gameClock.text = String.Format ( "{0:00}:{1:00}", min, sec );
        }
        else
        {
            //Hide game clock
            player.gameClock.text = "";
        }
    }