Exemple #1
0
    // Use this for initialization
    void Start()
    {
        hp1 = 100;
        hp2 = 100;

        p1PlayerModel.SetActive(true);
        p1Ragdoll.SetActive(false);

        p2PlayerModel.SetActive(true);
        p2Ragdoll.SetActive(false);

        weapon1  = FindObjectOfType <WeaponSwap>();
        weapon2  = FindObjectOfType <WeaponSwap2>();
        ammo1    = FindObjectOfType <AmmoManager>();
        ammo2    = FindObjectOfType <AmmoManager2>();
        grenades = FindObjectOfType <GrenadeAmmo>();
    }
Exemple #2
0
    // Use this for initialization
    void Start()
    {
        //setup any variables/references we will need at the start of the game
        hitMarker.SetActive(false);
        torsoMarker.SetActive(false);
        pickupPrompt.SetActive(false);
        reloadPrompt.SetActive(false);
        anim.SetBool("Scoped", false);
        grenades = FindObjectOfType <GrenadeAmmo>();


        player = GetComponent <PlayerController2>();

        motor      = GetComponent <PlayerMotor>();   //we tell Unity to grab the PlayerMotor script component attached to this object, and call it 'motor'. Now Unity knows what we mean when we say 'motor' later o
        shoot      = GetComponent <PlayerShoot2>();  //we tell Unity to grab the PlayerShoot script component attached to this object, and call it 'shoot.' Now Unity knows what we mean when we say 'shoot' later on
        spawnEnemy = GetComponent <SpawnEnemy>();    //ref to spawn enemy through the other script
        grenade    = GetComponent <PlayerGrenade>(); //we tell Unity to grab the PlayerGrenade script component attached to this object, and call it 'grenade.' Now Unity knows what we mean when we say 'grenade' later on
    }