private void FindExactAnimal() { // if-else structure to determine exact animal type if (_player == null) { _player = _PlayerObj.GetComponent<CatCharacter>(); if (_player == null) { _player = _PlayerObj.GetComponent<DogCharacter>(); if (_player == null) { _player = _PlayerObj.GetComponent<RabbitCharacter>(); if (_player == null) { _player = _PlayerObj.GetComponent<FoxCharacter>(); if (_player == null) { _player = _PlayerObj.GetComponent<PenguinCharacter>(); if (_player == null) { _player = _PlayerObj.GetComponent<PandaCharacter>(); // if player has not been assigned by this point there was an error } } } } } } else { Debug.LogError("NO PLAYER OBJECT FOUND!"); } }
public void NextCharacter() { ResetOutfit(); ResetRotation(); GetNextCharacter(); iAnimal = currentCharacter.GetComponent<IAnimalCharacter>(); iAnimal.SetandReturnOutfitSystem(); outfitIndex = 0; hatIndex = 0; weaponIndex = 0; AnimalGameManager manager = FindObjectOfType<AnimalGameManager>(); manager.PlayerAnimalObject = currentCharacter; }
protected void SetPlayer() { // clears player reference _player = null; // determines Player animal type, there should only be 1 player // there could possibly be more than 1 animal GameObject holder = GameObject.FindGameObjectWithTag("Player"); // if-else structure to determine exact animal type if (_player == null) { _player = holder.GetComponent<CatCharacter>(); if (_player == null) { _player = holder.GetComponent<DogCharacter>(); if (_player == null) { _player = holder.GetComponent<RabbitCharacter>(); if (_player == null) { _player = holder.GetComponent<FoxCharacter>(); if (_player == null) { _player = holder.GetComponent<PenguinCharacter>(); if (_player == null) { _player = holder.GetComponent<PandaCharacter>(); // if player has not been assigned by this point there was an error } } } } } } else { Debug.LogError("NO PLAYER OBJECT FOUND!"); } Debug.Log("Player found: " + _player.GetNickName()); }
void FixedUpdate() { if (_player == null) { _player = FindObjectOfType<Character>(); } else { //Debug.Log("PLAYER NOT NULL it is: " + _player.GetNickName()); // keeps player updated to the current visible character in scene if (FindObjectOfType<Character>().GetNickName() != null) if (_player.GetNickName() != FindObjectOfType<Character>().GetNickName()) _player = FindObjectOfType<Character>(); } // NOTE: if player is still null at this point it should be spawned and loaded }
void Awake() { Debug.Log("The Animal Game Manager Awakens"); // creates a singleton if (_manager == null) { DontDestroyOnLoad(gameObject); _manager = this; } else if (_manager != this) { Destroy(gameObject); } // adds spawner _playerSpawner = gameObject.AddComponent<PlayerSpawner>(); // clears player reference _player = null; // loads player's info _newGame = !Load(); if (_player == null) { Debug.Log("THE PLAYER IS NULL"); } else { Debug.Log("PLAYER NOT NULL"); } }
// Use this for initialization void Start() { characterIndex = 0; outfitIndex = 0; hatIndex = 0; weaponIndex = 0; characters = GameObject.FindGameObjectsWithTag("Player"); currentCharacter = characters[characterIndex]; SetCharactersInactive(); iAnimal = currentCharacter.GetComponent<IAnimalCharacter>(); iAnimal.SetandReturnOutfitSystem(); }
void SetupController() { playerHealth = player.GetComponent<PlayerHealth>(); iAnimal = player.GetComponent<IAnimalCharacter>(); healthBarSlider = FindObjectOfType<Slider>(); }