void OnEnable() { if (!PM) { PM = GetComponent <player_movement>(); } }
/*public GameObject powerupTimerPanel; * public GameObject magnetTimerPanel;*/ // Start is called before the first frame update void Start() { magnetTimer = magnetTotalTimer; gm = GameObject.FindWithTag("GameController").GetComponent <gamaManager>(); pm = GameObject.FindWithTag("Player").GetComponent <player_movement>(); magnetTimerImage = pm.magnetTimerImage; }
private void Start() { staminaBar = gameObject.transform; Anchor = transform.Find("Anchor"); player = GameObject.Find("player"); player_movementScript = player.GetComponent <player_movement>(); }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; GameObject.Find("RestartButton").GetComponent <Image>().enabled = true; GameObject.Find("TextRestartButton").GetComponent <Text>().enabled = true; player_movement score = GameObject.Find("Player").GetComponent <player_movement>(); moodSwitch scene = GameObject.Find("moodIndicator").GetComponent <moodSwitch>(); Time.timeScale = 0; if (score.count < scene.angryPoints) { SceneManager.LoadScene("badEnding"); //endText.text = "Try and humiliate the knight more!"; } else if (score.count > scene.angryPoints) { SceneManager.LoadScene("goodEnding"); //endText.text = "Close but you can do better!"; } /*else if (score.count >= 800) * { * endText.text = "You showed him who is boss!"; * }*/ //GameObject.Find("YouWin").GetComponent<Text>().enabled = true; } }
void Awake() { myHealth = GetComponent <health>(); myPlayerShoot = GetComponent <player_shoot>(); myPlayerMovement = GetComponent <player_movement>(); myAnimator = GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { puzzle = GetComponent <Puzzle>(); pm = GameObject.Find("InputManager").GetComponent <player_movement>(); animator = GetComponent <Animator>(); values = RandomizeValues(); while (CanWin(values)) { values = RandomizeValues(); } vials = new List <GameObject> { GameObject.FindGameObjectWithTag("Vial0"), GameObject.FindGameObjectWithTag("Vial1"), GameObject.FindGameObjectWithTag("Vial2"), }; vialContainers = new List <GameObject> { GameObject.FindGameObjectWithTag("VialContainer0"), GameObject.FindGameObjectWithTag("VialContainer1"), GameObject.FindGameObjectWithTag("VialContainer2"), }; UpdateMesh(); }
void Start() { if (!PM) { PM = GetComponent <player_movement>(); } }
void countDownTimer() { if (countDownStartValue > 0) { TimeSpan spanTime = TimeSpan.FromSeconds(countDownStartValue); timerUI.text = spanTime.Minutes + " : " + spanTime.Seconds; //Debug.Log("Timer: " + countDownStartValue); //timer wordt met 1 verlaagt. countDownStartValue--; //Na 1 seconde wordt de functie opnieuw aangeroepen. Invoke("countDownTimer", 1.0f); } else { //Debug.Log("UNHIDE!"); Cursor.lockState = CursorLockMode.None; Cursor.visible = true; //cameraScript cursor = GameObject.Find("Main Camera").GetComponent<cameraScript>(); //cursor.lockCursor = false; //zet het spel stil Time.timeScale = 0; //haalt de huidige score op uit het mainCharacter object player_movement highScore = GameObject.Find("Player").GetComponent <player_movement>(); timerUI.text = "Game Over!"; GameObject.Find("TimeOver").GetComponent <Text>().enabled = true; GameObject.Find("TimeOverBord").GetComponent <Image>().enabled = true; //Debug.Log("Game Over!"); //Maakt de highscore text en de restartknop zichtbaar. GameObject.Find("FinalScoreText").GetComponent <Text>().enabled = true; GameObject.Find("RestartButton").GetComponent <Image>().enabled = true; GameObject.Find("TextRestartButton").GetComponent <Text>().enabled = true; //Hier wordt de highscore text bepaald. FinalScoreText.text = "Highscore: " + highScore.count; } }
// Use this for initialization void Start() { scorepoints = 0; timeLeft = 180.0f; pm = GameObject.FindWithTag("Player").GetComponent <player_movement>(); m_text = this.gameObject.transform.GetChild(0).GetComponent <Text>(); content.fillAmount = 0.4f; }
// Start is called before the first frame update void Start() { myRB = GetComponent <Rigidbody2D>(); thePlayer = FindObjectOfType <player_movement>(); currentIndex = 0; currentPS = patrolSpots[currentIndex]; isPatrol = true; }
// Start is called before the first frame update void Start() { moveSpeed = 5f; //Get knight and player script reference. the_knight = GameObject.Find("Knight"); knight_s = (knight_script)the_knight.GetComponent(typeof(knight_script)); the_player = GameObject.Find("Player"); player_s = (player_movement)the_player.GetComponent(typeof(player_movement)); }
void Awake() { myPlayerMovement = GetComponent <player_movement>(); myHealth = GetComponent <health>(); myAnimator = GetComponent <Animator>(); GameMaster = GameObject.Find("GameMaster"); fireRateTimer = 0f; grenadeTimer = 0f; }
private void Start() { PlayerObject = GameObject.FindGameObjectWithTag("Player").GetComponent <player_movement>(); DContainer = GameObject.FindGameObjectWithTag("DeployableContainer").GetComponent <DeployAbleSaveManager>(); //Buildpoint.GetComponent<SpriteRenderer>().sprite = GetItemSprite(ourItem); -this doesnt look that good }
// Use this for initialization void Start() { //Fetch the Material from the Renderer of the GameObject m_Material = GetComponent <Renderer>().material; m_Material.color = Color.red; color_tag = "Red"; movement_script = GetComponent <player_movement>(); audio_script = GetComponent <Audio_script>(); }
// Start is called before the first frame update void Start() { thePlayer = FindObjectOfType <player_movement>(); if (thePlayer.getStartPoint() == pointName) { thePlayer.transform.position = transform.position; } }
//public Text score2; //public Text score3; //public Text score4; //public Text score5; private void Awake() { scoreValue = FindObjectOfType <PlayerStatistics>(); toCanvases = FindObjectOfType <MainMenuOptions>(); playerIsDead = FindObjectOfType <PlayerHealthManager>(); cameraD = FindObjectOfType <camera_control>(); playerD = FindObjectOfType <player_movement>(); managerD = FindObjectOfType <UiManager>(); sfxmanagerD = FindObjectOfType <SFXManager>(); }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <player_movement>(); if (thePlayer.StartPoint == PointName) { thePlayer.transform.position = transform.position; StartDirection = new Vector2(0f, -1f); thePlayer.lastMove = StartDirection; theCamera = FindObjectOfType <camera_control>(); theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z); } }
// Start is called before the first frame update void OnTriggerEnter(Collider other) { player_movement target = GameObject.Find("Player").GetComponent <player_movement>(); if (other.gameObject.tag == "Points") { Debug.Log("PUNTEN!!!"); target.count = target.count + 100; target.SetCountText(); target.script.SetImage(); } }
// Start is called before the first frame update void Start() { //animators = new Animator[3]; s_t = new Transform[3]; switch_timers = new float[3]; for (int i = 0; i < 3; i++) { switch_timers[i] = 0.0f; } switches = new bool[3]; for (int i = 0; i < 3; i++) { switches[i] = false; } switch_done = new bool[3]; for (int i = 0; i < 3; i++) { switch_done[i] = false; } selected = 1; foreach (Transform t in transform) { foreach (Transform tt in t) { if (tt.gameObject.name == "Lever1") { //animators[0] = tt.gameObject.GetComponent<Animator>(); s_t[0] = tt; } if (tt.gameObject.name == "Lever2") { //animators[1] = tt.gameObject.GetComponent<Animator>(); s_t[1] = tt; } if (tt.gameObject.name == "Lever3") { //animators[2] = tt.gameObject.GetComponent<Animator>(); s_t[2] = tt; } if (tt.gameObject.name == "Bar") { bar = tt.gameObject.GetComponent <Transform>(); } } } bar.localScale = new Vector3(0.0f, 1.0f, 1.0f); pm = GameObject.Find("InputManager").GetComponent <player_movement>(); puzzle = GetComponent <Puzzle>(); selected = 0; }
void OnTriggerEnter(Collider other) { Debug.Log("Hallo?"); player_movement target = GameObject.Find("Player").GetComponent <player_movement>(); /* if (other.gameObject.tag == "PointsGround") * { * Debug.Log("PUNTEN!!!"); * target.count = target.count + 100; * target.SetCountText (); * target.script.SetImage(); * }*/ }
/// <summary> /// Find the player's rigidBody for replay purposes, and check if we should run a replay /// </summary> private void Start() { player_movement playerMovement = FindObjectOfType <player_movement>(); rbPlayer = playerMovement.gameObject.GetComponent <Rigidbody>(); //Check if there are commands in the log if (CommandLog.commands.Count >= 1) { //Commands in the log, run the replay bIsReplaying = true; playerMovement.bIsReplaying = true; //Prevent the player from issuing new commands during replay } }
// Start is called before the first frame update void Start() { player = FindObjectOfType <player_movement>(); if (textFile != null) { textLines = (textFile.text.Split('\n')); } if (endAtLine == 0) { endAtLine = textLines.Length - 1; } }
// Start is called before the first frame update void Start() { pm = GameObject.Find("InputManager").GetComponent <player_movement>(); puzzle = GetComponent <Puzzle>(); //animator = GetComponent<Animator>(); foreach (Transform t in transform) { if (t.gameObject.name == "Needle") { needle = t; } if (t.gameObject.name == "Cylinder.022") { animator = t.GetComponent <Animator>(); } } pressure = 0.5f; }
void Start() { if (instance != null) { DestroyObject(this.gameObject); return; } instance = this; this.pm = this.GetComponent <player_movement>(); this.sr = this.GetComponent <SpriteRenderer>(); this.go_glass = new GameObject("glass"); this.go_glass.transform.SetParent(this.transform); { var sr = this.go_glass.AddComponent <SpriteRenderer>(); sr.sprite = sprite_manager.instance.glass; sr.sortingLayerName = "foreground"; } this.go_rim = new GameObject("rim"); this.go_rim.transform.SetParent(this.transform); { var sr = go_rim.AddComponent <SpriteRenderer>(); sr.sprite = sprite_manager.instance.glass_rim; sr.sortingLayerName = "background"; sr.sortingOrder = 100; } this.set_glass_height(); this.go_shadow = new GameObject("shadow"); this.go_shadow.transform.position = new Vector3(0.0f, -0.09f); this.go_shadow.transform.SetParent(this.transform); { this.sr_shadow = go_shadow.AddComponent <SpriteRenderer>(); this.sr_shadow.sprite = sprite_manager.instance.glass_shadow; this.sr_shadow.sortingLayerName = "background"; this.sr_shadow.sortingOrder = 99; } this.set_shadow(); }
public void SetImage() { player_movement currentScore = GameObject.Find("Player").GetComponent <player_movement>(); if (currentScore.count < neutralPoints) { Debug.Log("SMUG"); myImageComponent.sprite = moodSmug; } else if (currentScore.count >= neutralPoints && currentScore.count < angryPoints) { Debug.Log("NEUTRAL"); myImageComponent.sprite = moodNeutral; } else if (currentScore.count >= angryPoints) { Debug.Log("ANGRY"); myImageComponent.sprite = moodAngry; } }
private void Start() { playerScript = player.GetComponent <player_movement>(); }
// Use this for initialization void Start() { ThePlayer = FindObjectOfType <player_movement>(); }
private void Awake() { regenDelay = FindObjectOfType <player_movement>(); }
private void Start() { thePlayer = FindObjectOfType <player_movement>(); }
// Use this for initialization void Start() { movement_script = GetComponent <player_movement>(); }