public ClimbingState(PlayerMotor physicsController, PlayerController playerController, AnimationsController animationsController) { _playerTransform = PlayerController.PlayerTransform; _physicsController = physicsController; _playerController = playerController; _animationsController = animationsController; }
private void Start() { myPlayerAnimatorAndRotation = GetComponent <PlayerMovement>(); myMovements = GetComponent <AnimationsController>(); myStatus = GetComponent <Status>(); rotation = GetComponent <Rigidbody>(); }
public EnemyClimbAction(EnemyMotor enemyMotor, EnemyBehaviour enemyBehaviour, AnimationsController animationsController) { _animationsController = animationsController; _enemyMotor = enemyMotor; _enemyBehaviour = enemyBehaviour; _transform = _enemyBehaviour.transform; }
private void SetInitialReferences() { SetGuidStarsAndPoints(); GuideController = this.GetComponent <GuideControllerScript>(); manager = this.GetComponent <GameManager>(); animations = this.GetComponent <AnimationsController>(); }
private void Start() { anim = GetComponent <AnimationsController>(); animator = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); bones = GetComponent <BonesController>(); }
public NormalState(PlayerMotor playerMotor, PlayerController playerController, AnimationsController animationsController) { _playerTransform = PlayerController.PlayerTransform; _playerMotor = playerMotor; _playerController = playerController; _animationsController = animationsController; _triggers = _playerController.Triggers; }
public DeadState(PlayerMotor physicsController, PlayerController playerController, AnimationsController animationsController) { _physicsController = physicsController; _playerController = playerController; _animationsController = animationsController; _waitForRespawn = new WaitForSeconds(_respawnTime); }
private void SetInitialReferences() { manager = this.GetComponent <GameManager>(); animations = this.GetComponent <AnimationsController>(); GuideController = GameObject.FindObjectOfType <GuideControllerScript>(); audioSource = this.GetComponent <AudioSource>(); MusicManager.musicManager = GameObject.FindObjectOfType <MusicManager>(); }
//Score ///UIController scoreTextDisplay; public void Init(GameObject enemyGameObject, string objectName) { name = objectName; escapePositions = GameObject.FindGameObjectsWithTag(name); targetPosition = GameObject.FindObjectOfType <AvatarController>().transform; animation_Controller = enemyGameObject.GetComponent <AnimationsController>(); selectedEscapeRoute = GetEscapePosition; }
void Start() { rb = GetComponent <Rigidbody>(); player = GameObject.FindObjectOfType <PlayerFactory>(); anim = GetComponentInChildren <AnimationsController>(); gameOverScreen = GameObject.Find("GameOverScreen"); gameOverScreen.SetActive(false); }
public PlayerStateManager(PlayerMotor playerMotor, PlayerController playerController, AnimationsController animationsController) { _playerMotor = playerMotor; _playerController = playerController; _animationsController = animationsController; CreateStates(); }
public EnemyMovementActionManager(EnemyBehaviour enemyBehaviour, EnemyMotor enemyMotor, AnimationsController animationsController) { _enemyBehaviour = enemyBehaviour; _enemyMotor = enemyMotor; _animationsController = animationsController; CreateActions(); }
private void SetInitialReferences() { failureSound = Resources.Load <AudioClip>("Speak_Failure"); manager = this.GetComponent <GameManager>(); GuideControllerScript = this.GetComponent <GuideControllerScript>(); animations = this.GetComponent <AnimationsController>(); listening = this.GetComponent <ListeningSequence>(); writing = this.GetComponent <WritingSequence>(); }
public PushingState(PlayerMotor physicsController, PlayerController playerController, AnimationsController animationsController) { _playerTransform = PlayerController.PlayerTransform; _physicsController = physicsController; _playerController = playerController; _animationsController = animationsController; _triggers = _playerController.Triggers; }
private void Start() { timeNextGen = timeUpgradeDistanceZombiesFollowPlayer; Jogador = GameObject.FindWithTag(Tags.Player); controlJogador = Jogador.GetComponent <PlayerController>(); myMovements = GetComponent <SpriteMovements>(); myAnimator = GetComponent <AnimationsController>(); ZombieRandomizer(); myStatus = GetComponent <Status>(); scrUIController = GameObject.FindObjectOfType(typeof(UIController)) as UIController; }
public TurretState(PlayerMotor physicsController, PlayerController playerController, AnimationsController animationsController) { _playerTransform = PlayerController.PlayerTransform; _physicsController = physicsController; _playerController = playerController; _animationsController = animationsController; _cameraController = _playerController.cameraController; _crossHair = _playerController.CrossHair; _bulletLayerMask = _playerController.BulletLayerMask; }
// Start is called before the first frame update private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(this.gameObject); return; } }
private void Start() { player = GameObject.FindWithTag("Player").transform; agent = GetComponent <NavMeshAgent>(); bossStatus = GetComponent <Status>(); agent.speed = bossStatus.Velocity; bossAnimation = GetComponent <AnimationsController>(); bossMovement = GetComponent <SpriteMovements>(); ScrUIController = GameObject.FindObjectOfType(typeof(UIController)) as UIController; BossLifeBar.maxValue = bossStatus.InitialLife; SliderLifeUpdate(); }
private void SingletonPattern() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
public GunState(PlayerMotor physicsController, PlayerController playerController, AnimationsController animationsController) { _playerTransform = PlayerController.PlayerTransform; _playerMotor = physicsController; _playerController = playerController; _animationsController = animationsController; _animationsController.FallFlatBehaviour.PlayerGunHolder = this; _triggers = _playerController.Triggers; _cameraController = _playerController.cameraController; _holsterGun1Hand = _playerController.HolsterGun1Hand; _holsterGun2Hands = _playerController.HolsterGun2Hands; _crossHair = _playerController.CrossHair; _bulletLayerMask = _playerController.BulletLayerMask; }
private void Start() // NEW { FightOn = false; attackArea = GetComponentInChildren <TriggerAttackArea>(); characterPivotPoint = GameObject.Find("Pivot"); characterTransform = GetComponent <Transform>(); animations_Controller = GetComponentInChildren <AnimationsController>(); AnimatorInfo = GetComponentInChildren <Animator>(); #region Boss //#Boss// battle need to manage State in game manager //if (GameLevelManager.GetSceneName() == "boss") //{ // BossScene = true; // PreviousIndex = 0; //} //else //{ // BossScene = false; //} #endregion }
public Action(Rat rat) { this.rat = rat; ratController = rat.GetComponent <RatController>(); animationsController = rat.GetComponent <AnimationsController>(); }
private void SetInitialReferences() { manager = this.GetComponent <GameManager>(); animations = this.GetComponent <AnimationsController>(); }
public void OnDestroy() { instance = null; }
public void Awake() { instance = this; }
public void SetBehaviour(PlayerController playerController, PlayerMotor playerMotor, AnimationsController animationsController) { _playerController = playerController; _playerMotor = playerMotor; _animationsController = animationsController; }
public void SetBehaviour(EnemyBehaviour enemyBehaviour, EnemyMotor enemyMotor, AnimationsController animationsController) { _enemyBehaviour = enemyBehaviour; _enemyMotor = enemyMotor; _animationsController = animationsController; }