private void Awake() { if (instance == null) { instance = this; } }
private void Start() { shootSource = GetComponent <AudioSource>(); mainCam = Camera.main; ammoCounter = FindObjectOfType <AmmoCounter>(); ammoCounter.ChangeAmmoCount(Data.WeaponType, 0, false); OnEnable(); }
public void Start() { if (instance != null) { Destroy(instance.gameObject); } instance = this; }
void OnTriggerEnter2D(Collider2D Other) { if (Other.GetComponent <Rigidbody2D>() == null) { return; } AmmoCounter.AddAmmo(AddAmmo); Destroy(gameObject); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.RightControl)) { if (enabled) { Instantiate(Projectile, FirePoint.position, FirePoint.rotation); AmmoCounter.LoseAmmo(); } } }
void AddWeapon(BasicWeapon newWeapon, int weaponIndex) { GameObject ammoCounterInstance = Instantiate(ammoCounterPrefab, ammosPanel); AmmoCounter newAmmoCounter = ammoCounterInstance.GetComponent <AmmoCounter>(); DebugUtility.HandleErrorIfNullGetComponent <AmmoCounter, WeaponHUDManager>(newAmmoCounter, this, ammoCounterInstance.gameObject); newAmmoCounter.Initialize(newWeapon, weaponIndex); m_AmmoCounters.Add(newAmmoCounter); }
private void EquipWeapon(Weapon weapon, AmmoCounter ammoCounter) { leftHandWeapon = weapon; var leftHandParticleSystemChild = Instantiate(weapon.weaponPrefab, leftHandParticleSystemParent.transform); _leftHandBullets = leftHandParticleSystemChild.GetComponent <ParticleSystem>(); _leftHandSpriteSide = weapon.spriteSide; _leftHandSpriteTop = weapon.spriteTop; _leftHandWeaponInfo = leftHandParticleSystemChild.GetComponent <WeaponInfo>(); leftHandAmmoCounter = ammoCounter; leftHandSpriteRendererUi.sprite = weapon.spriteUi; leftHandSpriteRendererUi.color = new Color(1, 1, 1, 1); leftHandNameField.text = weapon.name; leftHandAmmoField.text = $"{leftHandAmmoCounter.currentAmmo}/{leftHandAmmoCounter.totalAmmo}"; weaponAudioSource.clip = weapon.audioClip; _isLeftHandFull = true; }
// Start is called before the first frame update void Start() { GameObject centerPoint = gameObject.transform.Find("HUDCenterPoint").gameObject; pivotOffset = gameObject.transform.position - centerPoint.transform.position; player = GameObject.FindGameObjectWithTag("Player"); GameObject board = GameObject.FindGameObjectWithTag("ScoreBoard"); scoreBoard = board.GetComponent <ScoreBoard>(); GameObject bar = GameObject.FindGameObjectWithTag("HealthBar"); healthBar = bar.GetComponent <HealthBar>(); GameObject ammo = GameObject.FindGameObjectWithTag("AmmoCounter"); ammoCounter = ammo.GetComponent <AmmoCounter>(); }
// Use this for initialization void Start() { enemiesInRange = Physics2D.OverlapCircleAll(transform.position, 5); if (currentWeapon == null) { foreach (Transform child in transform) { if (child.gameObject.CompareTag("item")) { currentWeapon = child; } } //currentWeapon = } ac = ammoCounter.GetComponent <AmmoCounter>(); ac.newWeapon(currentWeapon.GetComponent <Weapon>()); hpb = hpbar.GetComponent <PlayerHPBar>(); hpb.max = health; hpb.current = hpb.max; hpb.setHP(health); }
private void Start() { myAmmoCounterScript = myAmmoCounter.GetComponent <AmmoCounter>(); }
private void Start() { animator = GetComponent <Animator>(); ammoCounter = FindObjectOfType <AmmoCounter>(); }
private void HandleInteract(InputAction.CallbackContext context) { if (!isPaused && !isFrozen && !isDead) { //find closest interactable object GameObject[] interactables = GameObject.FindGameObjectsWithTag("Interactable"); GameObject closest = interactables[0]; var minDistance = Mathf.Infinity; foreach (GameObject interactable in interactables) { var thisDistance = (interactable.transform.position - transform.position).sqrMagnitude; if (thisDistance < minDistance) { minDistance = thisDistance; closest = interactable; } } if (minDistance > interactRadiusSqr) { return; } //if object too far away //handle based on attached script var gir = closest.GetComponent <GroundItemRenderer>(); if (gir) //dropped weapon { if (gir.weapon) { if (!_isLeftHandFull) { EquipWeapon(gir.weapon, gir.ammoCounter); Destroy(closest); } else { _weaponToSwap = gir.weapon; _weaponToSwapAmmoCounter = gir.ammoCounter; _weaponToSwapGameObject = closest; gameStateController.swapWeaponPanel.SetActive(true); gameStateController.PauseGame(); } } else if (gir.sword) { if (!_isRightHandFull) { EquipSword(gir.sword); Destroy(closest); } else { _swordToSwap = gir.sword; _swordToSwapGameObject = closest; gameStateController.swapSwordPanel.SetActive(true); gameStateController.PauseGame(); } } } } }
// Start is called before the first frame update void Start() { reloadText = GetComponent <Text>(); ammoCounter = FindObjectOfType <AmmoCounter>(); }
// Use this for initialization void Start() { playerHealth = player.GetComponent <PlayerHealth> (); ammoCounter = player.GetComponent <AmmoCounter>(); cooldown = player.GetComponent <Cooldown>(); }
private void Start() { Canvas = GameObject.FindGameObjectWithTag("Canvas"); ammoCounter = Canvas.GetComponentInChildren <AmmoCounter>(); }
private void Awake() { crosshair = GetComponentInChildren <DynamicCrosshair>(); ammo = GetComponentInChildren <AmmoCounter>(); }
public override void Inititialize() { ammoCounter = WorldState.AmmoCounter; }
void Start() { scoreBoard = FindObjectOfType <ScoreBoard>(); ammoCounter = FindObjectOfType <AmmoCounter>(); }
public override void Inititialize() { ammoCounter = WorldState.AmmoCounter; weaponChanger = WorldState.WeaponChanger; }