Exemple #1
0
    private void Start()
    {
        skillNormCol = skillCooldownImg.color;

        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        if (!plr && FindObjectOfType <Player>())
        {
            plr = FindObjectOfType <Player>();
        }
        if (!wepChange)
        {
            wepChange = WeaponChange.Instance;
        }
        if (!hatSwitch && FindObjectOfType <HatSwitch>())
        {
            hatSwitch = FindObjectOfType <HatSwitch>();
        }
        if (!wavSpawner)
        {
            wavSpawner = hatSwitch.gameObject.GetComponent <WaveSpawner>();
        }

        if (hat != null)
        {
            if (hatSwitch)
            {
                hatSwitch.ChangeHat(hat.sprt, hat.dashLength, hat.dashRegen, hat.dashDmg, hat.spd);
            }
        }

        skillInfoImg.gameObject.SetActive(false);
        skillName.text = "";
        skillDesc.text = "";

        cam = Camera.main;
    }
Exemple #2
0
    private void Respawn()
    {
        hud.timeLeft = 0f;
        respawning   = false;
        Vector3   posToSpawnAt = new Vector3(plrRespawnPoints[h].position.x, plrRespawnPoints[h].position.y, -10f);
        Transform plr          = Instantiate(plrPref, posToSpawnAt, Quaternion.identity) as Transform;

        hud.ResetPlr(plr.GetComponent <Player>());
        camFoll.target = plr;

        if (Player.Stats.hat != null)
        {
            hatSwitch.ChangeHat(Player.Stats.hat.sprt, Player.Stats.hat.dashLength, Player.Stats.hat.dashRegen, Player.Stats.hat.dashDmg, Player.Stats.hat.spd);
        }

        plr.GetComponent <Player>().Initialize(this);
        plr.GetComponent <PlayerMovement>().movJoystick = mvStick;
        plr.GetComponent <MouseFollow>().movJoystick    = mvStick;
        plr.GetComponent <MouseFollow>().rotJoystick    = rotStick;

        wepChange.WeaponChangeInven(wepChange.weaponObjectsInInventory[wepChange.currentWeaponId], wepChange.currentWeaponId, wepChange.weaponDamageInInventory[wepChange.currentWeaponId]);
    }