private void Awake() { rb = GetComponent <Rigidbody>(); mainCamera = Camera.main.transform; myAnimator = GetComponent <Animator>(); attackMovement = GetComponent <AttackMovement>(); }
protected void Awake() { audioManager = FindObjectOfType <AudioManager>(); walkMovement = FindObjectOfType <WalkMovement>(); enemy = FindObjectOfType <HurtEnemyOnContact>(); healthManager = FindObjectOfType <HealthManager>(); attackMovement = FindObjectOfType <AttackMovement>(); screenShake = FindObjectOfType <ScreenShake>(); }
void Awake() { playerAnimation = GetComponent <CharacterAnimations>(); playerShield = GetComponent <PlayerShield>(); attackMovement = new AttackMovement(); attackMovement.soundFX = GetComponentInChildren <CharacterSoundFX>(); }
void Awake() { enemyAnim = GetComponent <CharacterAnimations>(); navAgent = GetComponent <NavMeshAgent>(); attackBehaivor = new AttackMovement(); attackBehaivor.soundFX = GetComponentInChildren <CharacterSoundFX>(); playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform; }
protected void Awake() { animator = GetComponentInChildren <Animator>(); myBody = GetComponent <Rigidbody2D>(); floorDetector = GetComponentInChildren <FloorDetector>(); attackMovement = GetComponent <AttackMovement>(); crouchMovement = GetComponent <CrouchMovement>(); dashMovement = GetComponent <DashMovement>(); }
protected void Awake() { player = GetComponent <TurnAround>(); rBody = GetComponent <Rigidbody2D>(); floorDetector = GetComponent <FloorDetector>(); playerController = GetComponent <PlayerController>(); audioManager = FindObjectOfType <AudioManager>(); turnAround = GetComponent <TurnAround>(); attackMovement = GetComponent <AttackMovement>(); }
protected void Awake() { walkMovement = GetComponent <WalkMovement>(); jumpMovement = GetComponent <JumpMovement>(); attackMovement = GetComponent <AttackMovement>(); floorDetector = GetComponent <FloorDetector>(); myBody = GetComponent <Rigidbody2D>(); dashMovement = GetComponent <DashMovement>(); CharacterControlDisabled = false; }
void Start() { inventory = GetComponent <Inventory>(); if (!inventory) { Debug.LogWarning("WARNING: No inventory to store things!"); } utility = Camera.main.GetComponent <GameUtilities>(); attMovement = GetComponent <AttackMovement>(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); inventory = GetComponent <Inventory>(); attMovement = GetComponent <AttackMovement>(); attackeds[0] = rb.gameObject.transform.GetChild(5).gameObject; attackeds[1] = rb.gameObject.transform.GetChild(6).gameObject; attackeds[2] = rb.gameObject.transform.GetChild(7).gameObject; attackeds[3] = rb.gameObject.transform.GetChild(8).gameObject; }
protected void Awake() { player = GetComponent <PlayerController>(); turnAround = GetComponent <TurnAround>(); floorDetector = GetComponent <FloorDetector>(); animator = GetComponent <Animator>(); startPos = catchCollider.transform.localPosition; attackMovement = GetComponent <AttackMovement>(); walkMovement = GetComponent <WalkMovement>(); audioManager = FindObjectOfType <AudioManager>(); enableCatchMovement = true; }
protected void Awake() { enemyHealthManager = GetComponent <EnemyHealthManager>(); spriteRenderer = GetComponent <SpriteRenderer>(); bl = blood.GetComponent <ParticleSystem>(); enemyYBounds = GetComponent <Collider2D>().bounds.size.y; audioManager = FindObjectOfType <AudioManager>(); attackMovement = FindObjectOfType <AttackMovement>(); wanderWalkController = FindObjectOfType <WanderWalkController>(); hurtPlayerOnContact = FindObjectOfType <HurtPlayerOnContact>(); player = FindObjectOfType <PlayerController>(); startShader = spriteRenderer.material.shader; }
public void LoadPartyCombatData() { XmlDocument xmlDoc = new XmlDocument(); // xmlDoc is the new xml document. xmlDoc.LoadXml(_pcCombatData.text); // load the file. XmlNodeList characterList = xmlDoc.GetElementsByTagName("Character"); // array of the level nodes. CharacterInfo[] characterArray = new CharacterInfo[3]; int charCounter = 0; //Debug.Log(characterList.Count); foreach (XmlNode characterInfo in characterList) { //create a temp character and a temp pathlist to be stored into the temp character CharacterInfo tempChar = new CharacterInfo(); //set default modifier values tempChar._moveSpeedModifier = 1.0f; XmlNodeList characterContent = characterInfo.ChildNodes; //Debug.Log(characterContent.Count); foreach (XmlNode charItem in characterContent) { if (charItem.Name == "Title") { Debug.Log(charItem.Name + " :: " + charItem.InnerText); tempChar._title = charItem.InnerText; } else if (charItem.Name == "Name") { Debug.Log(charItem.Name + " :: " + charItem.InnerText); tempChar._name = charItem.InnerText; } else if (charItem.Name == "MoveSpeed") { Debug.Log(charItem.Name + " :: " + charItem.InnerText); tempChar._moveSpeed = ConvertStringToInt(charItem.InnerText); } else if (charItem.Name == "JumpSpeed") { Debug.Log(charItem.Name + " :: " + charItem.InnerText); tempChar._jumpSpeed = ConvertStringToInt(charItem.InnerText); } //when it gets to the combat trees, first make a list of combat trees, each combat tree has a name and a list of nodes else if (charItem.Name == "CombatPaths") { Debug.Log(charItem.Name); List <CombatPath> tempPathList = new List <CombatPath>(); XmlNodeList combatPaths = charItem.ChildNodes; foreach (XmlNode combatPath in combatPaths) { //create a temp path to store all the information into CombatPath tempPath = new CombatPath(); XmlNodeList pathAttrs = combatPath.ChildNodes; //make a list of path attributes foreach (XmlNode pathAttr in pathAttrs) { if (pathAttr.Name == "Name") { Debug.Log(pathAttr.Name + " :: " + pathAttr.InnerText); tempPath._pathName = pathAttr.InnerText; } //when the combat tree encounters its nodes, first make a list of them and then start adding them into the temp tree else if (pathAttr.Name == "Nodes") { BinaryTree <ComboNode> tempTree = new BinaryTree <ComboNode>(); XmlNodeList combatTreeList = pathAttr.ChildNodes; //gets the list of nodes foreach (XmlNode node in combatTreeList) { //within each node, is a list of node attributes which are stored into a temp node //calculate the insert value of the node from the ID XmlNodeList nodeAttributes = node.ChildNodes; //gets the list of the nodes attributes ComboNode tempNode = new ComboNode(); foreach (XmlNode attr in nodeAttributes) { if (attr.Name == "ID") { tempNode._id = attr.InnerText; char[] charArr = attr.InnerText.ToCharArray(); float weight = 0.0f; float weightMod = 0.1f; for (int i = 3; i < charArr.Length; i++) { if (i == 3) { weight = 0.0f; } else { if (charArr[i] == 'a') { weight += weightMod; weightMod /= 10.0f; } else if (charArr[i] == 'p') { weight -= weightMod; weightMod /= 10.0f; } } } Debug.Log("ID: " + attr.InnerText + " weight: " + weight); tempNode._weightValue = weight; } else if (attr.Name == "Damage") { tempNode._damage = ConvertStringToInt(attr.InnerText); Debug.Log("Attack Damage: " + tempNode._damage); } else if (attr.Name == "Duration") { tempNode._attackDuration = ConvertStringToFloat(attr.InnerText); Debug.Log("Attack Duration: " + tempNode._attackDuration); } else if (attr.Name == "Movements") { XmlNodeList movements = attr.ChildNodes; //gets the list of movements AttackMovement[] atkmovArr = new AttackMovement[movements.Count]; int counter = 0; foreach (XmlNode movement in movements) { AttackMovement tempMov = new AttackMovement(); XmlNodeList moveAttrs = movement.ChildNodes; //gets the list of the nodes attributes foreach (XmlNode moveAttr in moveAttrs) { if (moveAttr.Name == "Speed") { tempMov.speed = ConvertStringToFloat(moveAttr.InnerText); Debug.Log(moveAttr.Name + " " + tempMov.speed); } else if (moveAttr.Name == "Duration") { tempMov.duration = ConvertStringToFloat(moveAttr.InnerText); Debug.Log(moveAttr.Name + " " + tempMov.duration); } } atkmovArr[counter] = tempMov; counter++; } tempNode._attackMovements = atkmovArr; } } //once all the attributes are added into the temp node, add the temp node to the temp tree //TODO: add tempnode to the tree here! } //then store the temp tree into the combatPath's combat tree tempPath._combatTree = tempTree; } } tempPathList.Add(tempPath); } } } characterArray[charCounter] = tempChar; charCounter++; } GameState._party = characterArray; }