void Update()
 {
     if (newCharacter)
     {
         followTarget = characterSelector.GetCharacterObject();
     }
     if (characterSelector != null)
     {
         if (characterSelector.GetCharacterActive())                                                                              //checks if the character is active
         {
             targetPos = new Vector3(followTarget.transform.position.x, followTarget.transform.position.y, transform.position.z); //using the z position of the camera
         }
         else
         {
             if (playerStartPoint != null)
             {
                 targetPos = new Vector3(playerStartPoint.GetStartPosition().x, playerStartPoint.GetStartPosition().y, -10);  //sets the camera's default position to the position of the player start point game object to prevent camera drag on character spawn
             }
             else
             {
                 targetPos = new Vector3(0, 0, -10); //if there is no player start point present, default the camera to these values
             }
         }
     }
     transform.position = Vector3.Lerp(transform.position, targetPos, moveSpeed * Time.deltaTime); //current position, new position (target position), amount of movement per frame - Using Time.deltaTime to adjust to computer framerates
 }
Exemple #2
0
 void Update()
 {
     if (characterSelector.GetCharacterActive())                                                            //checks if the character is active
     {
         playerHealthManager = characterSelector.GetCharacterObject().GetComponent <PlayerHealthManager>(); //get the instantiated (or active) player's PlayerHealthManager script
         maxHealth           = playerHealthManager.GetMaxHealth();                                          //sets a variable to teh value of the character's max health
         currentHealth       = playerHealthManager.GetCurrentHealth();                                      //sets a variable to teh value of the character's max health
         healthBar.maxValue  = maxHealth;
         healthBar.value     = currentHealth;
         //healthText.text = "HP: " + ((currentHealth / maxHealth) * 100).ToString() + "%"; //sets the health text to the player's current health as a percentage
         healthText.text = "HP: " + (currentHealth.ToString() + " / " + maxHealth.ToString()); //sets the health text to the player's current health over max health //changed to avoid decimal percentages (since the Warrior and Archer's health isn't 100)
     }
 }
    void Update()
    {
        playerController       = FindObjectOfType <PlayerController>();
        characterSelector      = FindObjectOfType <CharacterSelector>();
        levelTransitionManager = FindObjectOfType <LevelTransitionManager>();

        if (characterSelector != null)                                                                             //checks if characterSelector is active/not destroyed
        {
            if (characterSelector.GetCharacterActive())                                                            //checks if the character is active
            {
                playerHealthManager = characterSelector.GetCharacterObject().GetComponent <PlayerHealthManager>(); //gets the current player instance's health manager
            }
        }

        scenesListLength       = levelTransitionManager.GetScenesList().Count;
        chosenScenesListLength = levelTransitionManager.GetChosenScenesList().Count;
    }
 void Update()
 {
     characterSelector = FindObjectOfType <CharacterSelector>();
     audioManager      = FindObjectOfType <AudioManager>();
     try                                                                                                        //hastily done because a non-gamebreaking error was being thrown once the player is killed
     {
         if (characterSelector.GetCharacterActive())                                                            //checks if the character is active
         {
             playerHealthManager = characterSelector.GetCharacterObject().GetComponent <PlayerHealthManager>(); //gets the current player instance's health manager
             maxHealth           = playerHealthManager.GetMaxHealth();
             currentHealth       = playerHealthManager.GetCurrentHealth();
         }
     }
     catch
     {
         //pass
     }
 }
Exemple #5
0
    void Update()
    {
        characterSelector = FindObjectOfType <CharacterSelector>();

        if (characterSelector != null)
        {
            if (characterSelector.GetCharacterActive())                                                      //checks if the character is active
            {
                playerController = characterSelector.GetCharacterObject().GetComponent <PlayerController>(); //gets the current player instance's health manager

                if (!startPosSet)
                {
                    startPosSet = true;
                    playerController.transform.position = transform.position; //setting the player's position to the same position as the start point
                    playerController.lastMove           = startDirection;     //The Vector2 variable, lastMove, in the PlayerController script was made public so it could be updated here
                }
            }
        }
    }
Exemple #6
0
    void Update()
    {
        if (justAttacked) //if the player was just attacked by the enemy, start the counter
        {
            nextAttackCounter -= Time.deltaTime;
        }

        if (nextAttackCounter <= 0f) //if the counter ends, the enemy did not just attack and the counter is reset
        {
            justAttacked      = false;
            nextAttackCounter = storeAttackCounter;
        }

        if (characterSelector.GetCharacterActive())                                                        //checks if the character is active
        {
            charge             = characterSelector.GetCharacterObject().GetComponentInChildren <Charge>(); //retrieved from the player's weapon
            roll               = characterSelector.GetCharacterObject().GetComponentInChildren <Roll>();
            chargeInvulnerable = charge.GetInvulnerable();
            rollInvulnerable   = roll.GetInvulnerable();
        }
    }