void HUDActualization() { Lifebar LB = GetComponent <Lifebar>(); //Debug.Log(stack); LB.addPowerUp(stack); }
void Start() { instance = this; slider = this.GetComponent<Slider>(); slider.value = 100; maxLife = slider.value; Debug.Log("Currentlife " + slider.value); }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
void Awake() { scoreText = playerUI.GetComponentInChildren <Text>(); lifebar = playerUI.GetComponentInChildren <Lifebar>(); Vector2[] meshShape = { new Vector2(0, 3), new Vector2(2, -2), new Vector2(0, -1), new Vector2(-2, -2) }; // Use the triangulator to get indices for creating mesh collider Triangulator tr = new Triangulator(meshShape); int[] indices = tr.Triangulate(); // Create the Vector3 vertices Vector3[] vertices = new Vector3[meshShape.Length]; for (int i = 0; i < vertices.Length; i++) { vertices[i] = new Vector3(meshShape[i].x, 0, meshShape[i].y); } // Create the mesh Mesh msh = new Mesh(); msh.vertices = vertices; msh.triangles = indices; msh.RecalculateNormals(); msh.RecalculateBounds(); //Initialise collider and renderer. MeshFilter filter = GetComponent <MeshFilter>(); filter.mesh = msh; MeshCollider collider = GetComponent <MeshCollider>(); collider.sharedMesh = msh; mBody = GetComponent <Rigidbody>(); //Set lives count currentLives = MaxLives; lifebar.SetLife(currentLives); thrustIcon = transform.GetChild(1).gameObject; IsDead = false; }
private void Start() { lifebar = GetComponentInChildren <Lifebar>(); lifebar.SetLife(1); startHealth = health; target = GameObject.FindWithTag("Player"); var animator = GetComponentInChildren <Animator>(); animator.SetBool("Walk", true); NavMeshHit closestHit; if (NavMesh.SamplePosition(transform.position, out closestHit, 500, 1)) { transform.position = closestHit.position; agent = GetComponent <NavMeshAgent>(); } }
public void Hit(Vector3 dir) { if (lastTimeHit > INV_TIME) { violentTimer = 0; lastTimeHit = 0; rigidbody.velocity += dir.normalized * HIT_RESPONSE_INTENSITY + -Physics.gravity.normalized * HIT_RESPONSE_INTENSITY; ChangeState(PlayerState.Hurt); Lifebar lb = GetComponent <Lifebar>(); if (lb.enabled) { lb.gotHit(); } } }
void Start() { player = FindObjectOfType <Player>(); machine = FindObjectOfType <ComputerAI>(); fight = GameObject.Find("Fight").GetComponent <RectTransform>(); leftBar = GameObject.Find("LifeBar_left").GetComponent <Lifebar>(); rightBar = GameObject.Find("LifeBar_right").GetComponent <Lifebar>(); koText = GameObject.Find("KO").GetComponent <RectTransform>(); koText.anchoredPosition = Vector2.up * 10000; win = GameObject.Find("KO/win").GetComponent <Text>(); ball = FindObjectOfType <Ball>(); ball.OutLeft = AddDamageToLeft; ball.OutRight = AddDamageToRight; StartCoroutine(Starting()); ball.FreezeBall(); }
protected override void LoadScreenContent(ContentManager content) { atkBlock = content.Load <Texture2D>(@"Blocks/attack"); shldBlock = content.Load <Texture2D>(@"Blocks/shield"); redBlock = content.Load <Texture2D>(@"Blocks/red"); greenBlock = content.Load <Texture2D>(@"Blocks/green"); blueBlock = content.Load <Texture2D>(@"Blocks/blue"); multiBlock = content.Load <Texture2D>(@"Blocks/multi"); well = content.Load <Texture2D>(@"Images/wellbackground"); debugFont = content.Load <SpriteFont>(@"Fonts/debugFont"); //lifebar emptyBarTexture = content.Load <Texture2D>(@"Images/lifebar_empty"); lifeBarTexture = content.Load <Texture2D>(@"Images/lifebar_solid"); redLifeTexture = content.Load <Texture2D>(@"Images/lifebar_red"); screenArea = new Rectangle(0, 0, Screen.ScreenWidth, Screen.ScreenHeight); input.AddTouchGestureInput(screenTapped, GestureType.Tap, screenArea); input.AddTouchGestureInput(screenHold, GestureType.Hold, screenArea); level = new Level(atkBlock, shldBlock, redBlock, greenBlock, blueBlock, multiBlock, well, 3); playerBar = new Lifebar(emptyBarTexture, lifeBarTexture, redLifeTexture, 100, 20); }
// Use this for initialization void Awake() { canvas = GetComponent <Canvas> (); scoreText = canvas.transform.Find("Score").GetComponent <Text> (); lifebar = GetComponentInChildren <Lifebar> (); }