void Start () { movement = new Vector3(0,0,0); hittable = GetComponent<HittableBehaviour>(); inventory = GetComponent<InventoryBehaviour>(); rBody = GetComponent<Rigidbody2D>(); spriteRenderer = GetComponent<SpriteRenderer>(); }
public void Drop(InventoryBehaviour inventory) { StartCoroutine(SendAction(inventory.info, ActionType.Remove)); itemCollider.enabled = true; mesh.enabled = true; rb.isKinematic = false; gameObject.transform.SetParent(null); inventory.inventory.Remove(this); }
private void Start() { if (item == null) { return; } icon.sprite = item.icon; icon.enabled = true; inventoryBehaviour = gameObject.transform.parent.GetComponent <InventoryText>().gameObject.transform.parent.gameObject.transform.parent.GetComponentInChildren <InventoryBehaviour>(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player")) { InventoryBehaviour playerInventory = other.gameObject.GetComponent <PlayerBehaviour>().GetInventory(); playerInventory.AddToInventory(this); gameObject.SetActive(false); } }
public void Respawn() { transform.parent = null; transform.position = originalPosition; transform.rotation = originalRotation; if (inventory) { if (inventory.item == this) { inventory.item = null; } inventory = null; } }
private void Start() { Text[] texts = GetComponentsInChildren <Text>(); m_InventoryBehaviour = m_MainPlayer.GetComponent <InventoryBehaviour>(); m_SpaceshipBehaviour = m_MainPlayer.GetComponent <SpaceshipBehaviour>(); foreach (Text text in texts) { switch (text.name) { case "Score": m_ScoreText = text; UpdateScore(); break; case "Health": m_HealthText = text; UpdateHealth(); break; } } RawImage[] rawImages = GetComponentsInChildren <RawImage>(); foreach (RawImage image in rawImages) { switch (image.name) { case "BasicFire": m_BasicShoot = image; break; case "DoubleFire": m_DoubleShoot = image; break; case "Missile": m_MissileShoot = image; break; case "Invulnerability": m_Invulnerability = image; break; } } m_OriginalColor = m_BasicShoot.color; UpdatePrimarySlot(); UpdateSecondarySlot(); GameFlowManager.Instance.m_ScoreChangedEvent.AddListener(UpdateScore); m_SpaceshipBehaviour.m_HealthChangedEvent.AddListener(UpdateHealth); m_InventoryBehaviour.m_PrimarySlotChangedEvent.AddListener(UpdatePrimarySlot); m_InventoryBehaviour.m_SecondarySlotChangedEvent.AddListener(UpdateSecondarySlot); }
void Start() { m_health = GetComponent <HealthBehaviour>(); m_inventory = GetComponent <InventoryBehaviour>(); m_animator = GetComponent <Animator>(); m_rigidbody = GetComponent <Rigidbody>(); m_health.OnDeath += Death; m_team = new Team(); //Debug.Log(string.Format("{0}: Team {1}", gameObject.name, m_team.ID)); }
private void OnTriggerEnter(Collider other) { if (other.transform != null) { InventoryBehaviour targetInventory = other.GetComponent <InventoryBehaviour>(); if (targetInventory) { targetInventory.SwapActiveWeapon(m_weapon); gameObject.SetActive(false); } } }
void OnTriggerEnter(Collider other) { inventory = other.gameObject.GetComponentInChildren<InventoryBehaviour>(); if (inventory && inventory.item == null && !WasJustDetached) { transform.parent = inventory.transform; transform.position = inventory.AttachPoint.position; transform.rotation = inventory.AttachPoint.rotation; inventory.item = this; if (OnPickupReceiver != null) { OnPickupReceiver.OnMessage(OnPickupMessage); } } }
void Start() { m_IsInsideCamera = false; m_MovingTop = true; m_IsRageMode = false; m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); m_InventoryBehaviour = GetComponent <InventoryBehaviour>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); m_MaxHealth = m_SpaceshipBehaviour.m_Health; m_SpaceshipBehaviour.m_CanRecieveDamage = false; AudioSource[] sources = GetComponents <AudioSource>(); m_RageEnterSound = sources[sources.Length - 1]; }
public void PickUp(InventoryBehaviour inventory) { if (!dragging) { return; } StartCoroutine(SendAction(inventory.info, ActionType.Add)); itemCollider.enabled = false; rb.isKinematic = true; mesh.enabled = false; gameObject.transform.SetParent(inventory.transform.parent.transform); inventory.AddToInventory.RemoveListener(PickUp); inventory.inventory.Add(this); inventory.drawGUI = false; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player") && !isOpen) { InventoryBehaviour playerInventory = other.gameObject.GetComponent <PlayerBehaviour>().GetInventory(); // Check if all keys for this switch are in the inventory foreach (InventoryItemBehaviour key in keyList) { isOpen = playerInventory.InInventory(key); if (!isOpen) { break; } } // Set the object inactive if it is open gameObject.SetActive(!isOpen); } }
void Start() { m_IsDead = false; m_Inventory = GetComponent <InventoryBehaviour>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); if (m_CanShoot) { m_BulletBehaviour = m_BasicBullet.GetComponent <BulletBehaviour>(); m_OriginalBulletDirection = m_BulletBehaviour.m_Direction; } m_OriginalColor = m_SpriteRenderer.color; m_RigidBody2D = GetComponent <Rigidbody2D>(); m_CurrentTime = 0.0f; //Assign sounds AudioSource[] audioSources = GetComponents <AudioSource>(); m_AudioSource = audioSources[0]; m_DieSound = audioSources[0].clip; if (m_CanShoot) { m_BasicShootAudio = audioSources[1].clip; if (m_IsMainPlayer || m_IsFinalBoss) { m_DoubleShootAudio = audioSources[2].clip; m_MissileAudio = audioSources[3].clip; m_InvulnerabilityAudio = audioSources[4].clip; m_EmptyAudio = audioSources[5].clip; if (m_IsMainPlayer) { m_ReceiveDamageSound = audioSources[6].clip; } } } }
private void Awake() { navigation = GetComponent <TargetNavigationBehaviour>(); inventoryInterface = GetComponent <InventoryBehaviour>(); }
public virtual void Start() { _inventoryBehaviour = GameObject.Find("Inventory").GetComponent <InventoryBehaviour>(); }
// Use this for initialization void Start() { inventory = GetComponent <InventoryBehaviour>(); }
private void Awake() { inventoryBehaviour = gameObject.AddComponent <InventoryBehaviour>(); }
private void Awake() { inventoryBehaviour = GameObject.FindGameObjectWithTag("Inventory").GetComponent <InventoryBehaviour>(); }
void Start() { characterController = GetComponent <CharacterController>(); inventory = GetComponent <InventoryBehaviour>(); }
private void Start() { m_InventoryText = GameObject.Find("InventoryText").GetComponent <TMP_Text>(); m_InventoryBehaviour = InventoryBehaviour.Instance; }