void Awake() { if (Toolbox._instance != null) { Destroy(this.gameObject); } manager = GameObject.FindGameObjectWithTag("Manager"); if (manager != null) { Debug.Log(manager); } gameManager = manager.GetComponent <GameworldManager>(); inventory = manager.GetComponent <Inventory>(); equip = manager.GetComponent <EquipManager>(); eInventory = manager.GetComponent <EnemyInventory>(); stats = manager.GetComponent <StatsManager>(); if (manager == null) { var go = new GameObject("Manager"); go.transform.parent = this.gameObject.transform; go.AddComponent <StatsManager>(); go.AddComponent <GameworldManager>(); go.AddComponent <Inventory>(); go.AddComponent <EquipManager>(); go.AddComponent <EnemyInventory>(); go.AddComponent <SavePlayerPrefs>(); } }
// Called when the node enters the scene tree for the first time. public override void _Ready() { AssignControls(); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); EnemyInventory.SetUpInventory(GameState.CurrentEnemy.Inventory, true); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); EnemyEquipment.SetUpEquipment(GameState.CurrentEnemy.Equipment, 0, null, true); ToggleLootGold(); }
void Start() { player = GameObject.Find("Player"); rb = GetComponent <Rigidbody>(); inventory = GetComponent <EnemyInventory>(); rend = GetComponent <SpriteRenderer>(); dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); }
// Use this for initialization void OnEnable() { inventory = GetComponent <EnemyInventory>(); rend = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody>(); dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); StartCoroutine(GelAnimation()); StartCoroutine(GelMove()); }
void OnEnable() { rb = GetComponent <Rigidbody>(); rend = GetComponent <SpriteRenderer>(); inventory = GetComponent <EnemyInventory>(); dir = directions[Random.Range(0, directions.Length)]; dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); directionRoutine = StartCoroutine(DirectionAnimations(dir)); StartCoroutine(GoriyaMove()); }
void OnEnable() { rb = GetComponent <Rigidbody>(); sprite = GetComponent <SpriteRenderer>(); inventory = GetComponent <EnemyInventory>(); dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); StartCoroutine(StalfosMove()); StartCoroutine(FlipSprite(animationWait)); }
// Use this for initialization void OnEnable() { rend = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody>(); inventory = GetComponent <EnemyInventory>(); StartCoroutine(KeeseSpeedUp()); StartCoroutine(ChangeDirection()); StartCoroutine(KeeseAnimation()); utility = Camera.main.GetComponent <GameUtilities>(); dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); }
private void OnEnable() { rb = GetComponent <Rigidbody>(); rend = GetComponent <SpriteRenderer>(); utility = Camera.main.GetComponent <GameUtilities>(); direction = Vector3.left; inventory = GetComponent <EnemyInventory>(); move = StartCoroutine(AquamentusMovement()); anim = StartCoroutine(AquamentusAnimation()); dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); }
void OnEnable() { // TODO: Wallmaster sounds for when you enter/exit the room utility = Camera.main.GetComponent <GameUtilities>(); rend = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody>(); player = GameObject.Find("Player"); playerAttacked = player.GetComponent <BeingAttacked>(); inventory = GetComponent <EnemyInventory>(); cam = Camera.main; dieAction = Die; inventory.RegisterDeathCallbacks(dieAction); }
// Start is called before the first frame update void Start() { stats = Toolbox.GetInstance().GetStats().GetComponent <StatsManager>(); manager = Toolbox.GetInstance().GetManager().GetComponent <GameworldManager>(); inventory = Toolbox.GetInstance().GetInventory().GetComponent <Inventory>(); equipManager = Toolbox.GetInstance().GetEquip().GetComponent <EquipManager>(); eInventory = Toolbox.GetInstance().GeteInventory().GetComponent <EnemyInventory>(); LoadPrefs(); }