Example #1
0
 void Start()
 {
     // Get the Character component.
     character = GetComponentInParent <Character> ();
     // Get the Character Stats component.
     charStats = character.GetComponentInChildren <Character_Stats> ();
 }
 void Awake()
 {
     // Get the Player State in the parent.
     _playerManager = GetComponentInParent <Player_Manager>();
     // Get the Players Stats as we use that to potentially alter movement.
     charStats = _playerManager.GetComponentInChildren <Character_Stats> ();
     // Get the Rigidbody2D Component.
     rb = GetComponent <Rigidbody2D>();
 }
Example #3
0
 void Awake()
 {
     // Get the Player State.
     _playerManager = GetComponentInParent <Player_Manager>();
     // Get the Players Stats as we use that to potentially alter movement.
     charStats = _playerManager.GetComponentInChildren <Character_Stats> ();
     // Get the Rigidbody2D Component.
     rb = GetComponent <Rigidbody2D>();
     // Set the horizontalFirst to false as nothing is being pressed.
     firstKeyPressed = false;
     horizontalFirst = false;
     verticalFirst   = false;
 }
Example #4
0
 void Awake()
 {
     // Get the players Collider2D.
     playerCollider = characterEntity.GetComponent <Collider2D> ();
     // Assign the Animator Component.
     CharacterAnimator = characterEntity.GetComponent <Animator> ();
     // Get the Equipment Script.
     equipment = GetComponentInChildren <Equipment> ();
     // Get the Character Stats script.
     charStats = GetComponentInChildren <Character_Stats> ();
     // Load the Inventory.
     Grid.inventory.LoadInventory();
 }
Example #5
0
 void Start()
 {
     // Set the index to 0 for the start.
     _locationIndex = 0;
     // Grab the transform for more efficiency.
     _transform = gameObject.transform;
     // Grab the manager of this gameobject.
     _character = GetComponentInParent <Character>();
     // IF there is a Character to this Entity.
     if (_character != null)
     {
         // Grab the stats of this Entity.
         charStats = _character.GetComponentInChildren <Character_Stats>();
     }
     // Lets start moving!
     StartCoroutine(GoToNextLocation());
 }
 void Update()
 {
     // IF there isn't a player manager active on the scene.
     if (pm == null)
     {
         // Get the Player Manager GameObject.
         pm = Character_Manager.GetPlayerManager().GetComponent <Player_Manager>();
         return;
     }
     // IF there isn't a Character_Stats (or any script you want that holds your characters data) for your characters data.
     if (charStats == null)
     {
         // Get your Character_Stats.
         charStats = pm.GetComponentInChildren <Character_Stats> ();
         return;
     }
     // Display your hearts.
     DisplayHearts();
 }
Example #7
0
        private void HandleTypes(Player_Manager playerManager)
        {
            // IF we pick up a Key,
            // ELSE IF we pick up a Bomb,
            // ELSE IF we pick up a type of Currency,
            // ELSE IF we pick up a stat increase Item,
            // ELSE IF *tbc*
            if (type == "Key")
            {
                // Get the Key script.
                Key key = playerManager.GetComponentInChildren <Key> ();
                // Add to the keys.
                key.AddSubtractKeys(title, amount);
            }
            else if (type == "Bomb")
            {
                // Get the Drop_Bombs script.
                Bombs playerDB = playerManager.GetComponentInChildren <Bombs> ();
                // Add to the keys.
                playerDB.AddSubtractBomb(amount);
            }
            else if (type == "Currency")
            {
                // Get the Money script.
                Money money = playerManager.GetComponentInChildren <Money> ();
                // IF we have a Crystal Currency.
                if (title == "Green Crystal" || title == "Blue Crystal")
                {
                    // Add to the currency.
                    money.AddSubtractMoney("Crystal", amount);
                }
            }
            else if (type == "Stat Increase")
            {
                // Get the Character Stats (or any data structure if you choose to make your own or use another Asset),
                Character_Stats charStats = playerManager.GetComponentInChildren <Character_Stats> ();
                // Then Add to the stats.
                charStats.IncreaseMaxHealth(bonusHealth);
//				charStats.IncreaseMaxMana (bonusMana);
//				charStats.IncreaseBaseDamage (bonusDamage);
//				charStats.IncreaseBaseMoveSpeed (bonusMoveSpeed);
            }
        }
Example #8
0
 void Awake()
 {
     // Assign the Animator Component.
     CharacterAnimator = characterEntity.GetComponent <Animator>();
     charStats         = GetComponentInChildren <Character_Stats> ();
 }
        private void CollideDamage(GameObject coll)
        {
            // IF we are colliding with another gameobject that does damage.
            if (coll.GetComponent <Damage_OnCollision>() != null)
            {
                return;
            }
            // Grab the Character Component from the colliding object.
            Character otherChar = coll.GetComponentInParent <Character> ();

            // IF there is not a Character component.
            if (otherChar == null)
            {
                // We return because we only care about damaging a gameobject that has the Character Component.
                return;
            }
            // Since we have a character lets get the stats script.
            Character_Stats charStats = otherChar.GetComponentInChildren <Character_Stats> ();

            // IF there is not a script to hold the stats of this Character.
            if (charStats == null)
            {
                // Then there is nothing we can damage we are attacking a Character but this character is statless so its like a town friendly NPC.
                return;
            }
            // Loop through all the Character Types this GameObject collides with to see if we are allowed to damage them.
            for (int i = 0; i < DamageTheseTypes.Length; i++)
            {
                // IF the colliding objects characterType matches one of the types that can take damage or if the selection is an ALL choice.
                if (otherChar.characterType == DamageTheseTypes [i] || DamageTheseTypes[i] == CharacterType.All)
                {
                    // Check for Immunity.
                    Immunity_Time _ITS = coll.GetComponentInParent <Immunity_Time> ();
                    // IF the colliding object has the Immunity_Time script.
                    // ELSE just damage the target.
                    if (_ITS != null)
                    {
                        // IF we are Vulnerable.
                        if (_ITS.GetVulnerability())
                        {
                            // We passed the prerequisites to do damage... Yay!
                            DamageCharacter(otherChar);
                            // IF the player dies while taking damage.
                            if (charStats.CurrentHealth <= 0f)
                            {
                                // We just leave as there is no need to alter the Change Vulnerability.
                                return;
                            }
                            // Since there is a Immunity_Time script on the colliding object we need to make sure we set the vulnerability of the colliding gameobject to false;
                            _ITS.ChangeVulnerability(false);
                        }
                    }
                    else
                    {
                        // We passed the prerequisites to do damage... Yay!.
                        DamageCharacter(otherChar);
                    }
                    // Found 1 so we return.
                    return;
                }
            }
        }