void Update() { plyrObj plyr = saveManager.plyr; transform.GetChild(0).GetComponent <Text>().text = "sup, " + plyr.ID; transform.GetChild(1).GetComponent <Text>().text = "xp: " + plyr.xp.ToString(); transform.GetChild(2).GetComponent <Text>().text = "$:" + plyr.money.ToString(); transform.GetChild(3).GetComponent <Text>().text = "hp: " + plyr.hlth.ToString(); transform.GetChild(4).GetComponent <Text>().text = "ammo: " + plyr.ammo.ToString(); }
// Start is called before the first frame update void Start() { GameObject go = GameObject.FindGameObjectWithTag("Player"); if (go.GetComponent <plyrObj>().ID == saveManager.plyr.ID) { plyr = go.GetComponent <plyrObj>(); Debug.Log("Enter, " + plyr.ID + System.Environment.NewLine + "xp: " + plyr.xp); } }
public plyrData(plyrObj plyr) { ID = plyr.ID; xp = plyr.xp; hlth = plyr.hlth; moveSpd = plyr.moveSpd; jumpStr = plyr.jumpStr; ammo = plyr.ammo; money = plyr.money; shield = plyr.shield; }
private void Start() { GameObject go = GameObject.FindGameObjectWithTag("Player"); if (go.GetComponent <plyrObj>().ID == saveManager.plyr.ID) { plyr = go.GetComponent <plyrObj>(); plyr.stmn = 100; } StartCoroutine(SpawnPlayer()); }
private void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; GameObject go = GameObject.FindGameObjectWithTag("Player"); if (go.GetComponent <plyrObj>().ID == saveManager.plyr.ID) { plyr = go.GetComponent <plyrObj>(); Debug.Log("Enter, " + plyr.ID + System.Environment.NewLine + "xp: " + plyr.xp); } inGameCanvas.inGame = true; }
private void Start() { if (playerObj == null) { playerObj = Instantiate(plyrprefab); plyr = playerObj.GetComponent <plyrObj>(); data = new plyrData(plyr); Debug.Log("player created"); } if (saveSystem.FileCheck() == false && SceneManager.GetActiveScene().name != "EnterName") { NewData(); } else { SceneManager.LoadScene("menu"); Load(); } }
private void OnTriggerEnter(Collider other) { player = GetComponentInParent <plyrObj>(); player.jumpOk = true; }
private void Update() { player = GetComponentInParent <plyrObj>(); }