void Awake() { var player = GameObject.FindWithTag("Player"); playerMoveCon = player.GetComponent <PlayerMovement>(); playerAttackCon = player.GetComponent <PlayerAttackController>(); }
// Use this for initialization void Start() { hp = 3; lives = 3; alive = true; isHit = false; sp = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); mainCam = GameObject.Find("Main Camera"); attackController = GetComponent <PlayerAttackController>(); isFacingRight = true; spriteCanChange = true; respawnPosition = transform.position; rb = GetComponent <Rigidbody2D>(); invulnerable = false; pinwheeling = false; invisTimer = 0; isGrounded = true; }
void Start() { theHourglass = GameObject.FindGameObjectWithTag("OfficialHourGlass"); hourglassControls = theHourglass.GetComponent <TheHourglass>(); perfectWindow = false; buttonMash = 0; spellName = ""; showHelpText = true; hitSounds = GetComponents <AudioSource>(); swing1 = hitSounds[0]; swing2 = hitSounds[1]; swing3 = hitSounds[2]; cam = GameObject.FindGameObjectWithTag("MainCamera"); listenForComboInput = false; discreteInputWindow = false; //Used to prevent multiple presses within a short timeframe pauseHourglass = true; anim = this.gameObject.GetComponent <Animator>(); attackController = this.gameObject.GetComponent <PlayerAttackController>(); step1Damage = 1; step1Damage = 2; step1Damage = 3; spellDamageToDeal = 3; castFirstFail = true; //if first button missed, need a way to not auto cast lvl1 spell rangedAbilityFlag = false; }
void Awake() { // Set up references. anim = GetComponent <Animator>(); playerRigidbody = GetComponent <Rigidbody>(); capsuleCollider = GetComponent <CapsuleCollider>(); attackCon = GetComponent <PlayerAttackController>(); }
void Start() { _cameraController = GetComponentInChildren <PlayerCameraController>(); _movementController = GetComponent <PlayerMovementController>(); _jumpController = GetComponent <PlayerJumpController>(); _attackController = GetComponent <PlayerAttackController>(); Cursor.visible = false; }
void Start() { HealthBar = GameObject.Find("HealthBar_Enemy").GetComponent <Slider>(); player = GameObject.FindWithTag("Player"); playerAttackController = player.GetComponent <PlayerAttackController>(); HealthBar_Enemy_Back = GameObject.Find("HealthBar_Enemy_Back").GetComponent <Image>(); HealthBar_Enemy_Fill = GameObject.Find("HealthBar_Enemy_Fill").GetComponent <Image>(); HideEnemyHub(); }
/// <summary> /// Aumenta e persiste o highscore do jogador /// </summary> public void giveScore() { GameObject player = PlayerData.spaceship; if (player != null) { PlayerAttackController playerController = player.GetComponent <PlayerAttackController>(); if (player != null) { playerController.score.Value += scoreReward; } } }
private void CreateAttack() { PlayerStatsController targetStatsController = target.gameObject.GetComponent <PlayerStatsController>(); PlayerAttackController targetAttackHandler = target.gameObject.GetComponent <PlayerAttackController>(); if (targetStatsController == null || targetAttackHandler == null) { return; } Attack attack = arrowShootingDefinition.EnemyCreateAttack(shooterStatsController, targetStatsController, arrowShootingDefinition.hitBackForce); targetAttackHandler.OnAttacked(this.gameObject, attack); }
private void CheckRespawn() { if (Time.time >= respawnTimeStart + RespawnTime && respawn) { isPlayerDead = false; float respawnHealth = soulFragmentsCollected / 4; HeartsHealthVisual.instance.SetHealthBar(respawnHealth); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController_Hero>(); attackController = GameObject.FindGameObjectWithTag("PlayerSpriteObject").GetComponent <PlayerAttackController>(); attackController.SetupHealth(soulFragmentsCollected); } }
public override void TriggerAttack() { base.TriggerAttack(); Collider2D[] hittedEnemies = Physics2D.OverlapCircleAll(enemyController.meleeAttackPosition.position, meleeAttack.radiusRange, enemyData.whatIsPlayer); foreach (Collider2D enemy in hittedEnemies) { Attack attack = meleeAttack.EnemyCreateAttack(enemyController.statsController, enemy.gameObject.GetComponent <PlayerStatsController>(), meleeAttack.hitBackForce); PlayerAttackController playerAttackController = enemy.gameObject.GetComponent <PlayerAttackController>(); if (playerAttackController != null) { playerAttackController.OnAttacked(enemyController.gameObject, attack); } } }
// Use this for initialization void Start() { hp = 3; lives = 3; sp = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); mainCam = GameObject.Find("Main Camera"); attackController = GetComponent <PlayerAttackController>(); isFacingRight = true; spriteCanChange = true; }
// Use this for initialization void Start() { theHourglass = GameObject.FindGameObjectWithTag("OfficialHourGlass"); hourglassControls = theHourglass.GetComponent <TheHourglass>(); comboController = this.gameObject.GetComponent <ComboController>(); comboController.enabled = false; Invoke("initializeController", 1f); //allows player time to teleport to start cam = GameObject.FindGameObjectWithTag("MainCamera"); attackController = this.gameObject.GetComponent <PlayerAttackController>(); //UI 3 buttons, 4th button is switch panel abilitiesUI = new GameObject[3]; abilitiesUI[0] = abil1UI; abilitiesUI[1] = abil2UI; abilitiesUI[2] = abil3UI; exploreMode = false; }
// Use this for initialization void Start() { hp = 3; lives = 3; alive = true; mainCam = GameObject.Find("Main Camera"); attackController = GetComponent <PlayerAttackController>(); isFacingRight = true; spriteCanChange = true; tilemapCollider = GameObject.Find("Tilemap").GetComponent <Collider2D>(); grounded = true; isJumping = false; }
public void TakeDamage(int amount, PlayerAttackController playerAttackController) { if (playerAttackControllers.Any(x => x == playerAttackController)) { return; } else { playerAttackControllers.Add(playerAttackController); } //Debug.Log("TakeDamage" + amount); // If the enemy is dead... if (isDead) { // ... no need to take damage so exit the function. return; } // Play the hurt sound effect. //enemyAudio.Play(); // Reduce the current health by the amount of damage sustained. currentHealth -= amount; healthBar.fillAmount = currentHealth / startingHealth; // Set the position of the particle system to where the hit was sustained. //hitParticles.transform.position = hitPoint; // And play the particles. //hitParticles.Play(); // If the current health is less than or equal to zero... if (currentHealth <= 0) { // ... the enemy is dead. Death(); } }
// Update is called once per frame void Update() { if (healthController.IsAlive) { playerController.MoveCharacter(body, speed); if (Time.timeScale != 0) { playerController.MouseRotation(transform); } if (Input.GetButtonDown("Fire1")) { PlayerAttackController attackController = new PlayerAttackController(); attackController.Attack(new StandartPlayerAttack(gameObject)); } } else { body.rotation = 0; body.velocity = Vector2.zero; Destroy(gameObject); SceneManager.LoadScene("GameOverScene"); } }
#pragma warning disable 0414 void Awake() { if (!PhotonNetwork.connected) { Destroy(this); } if (!this.isMine) { if (HeatTarget.gameObject.activeSelf == false) { HeatTarget.gameObject.SetActive(true); } } m_PositionControl = new PhotonTransformViewPositionControl(m_PositionModel); m_RotationControl = new PhotonTransformViewRotationControl(m_RotationModel); m_ScaleControl = new PhotonTransformViewScaleControl(m_ScaleModel); Controller = this.GetComponent <bl_PlayerMovement>(); weaponController = this.GetComponent <PlayerWeaponController>(); weaponChange = this.GetComponent <PlayerWeaponChange>(); attackController = this.GetComponent <PlayerAttackController>(); }
private void Start() { pac = GetComponent <PlayerAttackController>(); pcc = GetComponent <PlayerCameraController>(); pmc = GetComponent <PlayerMovementController>(); }
IEnumerator StartLevel() { yield return(new WaitForSeconds(1f)); //restartButton.SetActive(false); mainCamera = Camera.main; currentLevel = SceneManager.GetActiveScene().buildIndex; if (SceneManager.GetActiveScene().name != "Level_Soul") { LevelEndImage = GameObject.Find("SceneTransition"); LevelEndImage.SetActive(true); GameSettings.GetSettings(); if (SceneManager.GetActiveScene().name == "Tutorial") { maxHealth = GameSettings.playerMaxHealth; currentPlayerHealth = maxHealth; NumberOfJumps = 1; } else { RespawnPoint = GameObject.FindGameObjectWithTag("RespawnPoint").transform; RespawnPoint.position = PlayerStats.currentRespawnPoint; if (RespawnPoint.position == Vector3.zero) { RespawnPoint.position = GameObject.Find("PlayerFirstSpawnPoint").transform.position; } Instantiate(playerPrefab, RespawnPoint.position, Quaternion.identity); NumberOfJumps = 2; if (SceneManager.GetActiveScene().name != "EndScene") { currentPlayerHealth = PlayerStats.playerHealth; maxHealth = PlayerStats.playerMaxHealth; diamondsCollected = PlayerStats.playerDiamondsCollected; enemiesKilled = PlayerStats.enemiesKilled; diamondCount = GameObject.Find("DiamondCount").GetComponent <TMP_Text>(); diamondCount.text = diamondsCollected.ToString(); } } cameraController = mainCamera.GetComponentInParent <CameraController_Hero>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController_Hero>(); attackController = GameObject.FindGameObjectWithTag("PlayerSpriteObject").GetComponent <PlayerAttackController>(); if (SceneManager.GetActiveScene().name != "Tutorial" && SceneManager.GetActiveScene().name != "EndScene") { GetPlayerStats(); } playerController.SetupPlayer(); attackController.SetupPlayer(); cameraController.SetupCamera(); if (SceneManager.GetActiveScene().name != "EndScene") { HeartsHealthVisual.instance.SetHealthBar(maxHealth / 4); HeartsHealthVisual.healthSystem.Damage((int)(maxHealth - currentPlayerHealth)); attackController.SetupHealth(currentPlayerHealth); enemySpawner = GameObject.FindGameObjectWithTag("EnemySpawner").GetComponent <EnemySpawner>(); enemySpawner.enemiesCloned = GameSettings.enemies; enemySpawner.usedSpawnPoints = GameSettings.usedPoints; enemySpawner.SetupEnemies(); } if (GameObject.FindGameObjectWithTag("ExitDoor") != null) { exitDoor = GameObject.FindGameObjectWithTag("ExitDoor").GetComponent <DoorOpen>(); } if (SceneManager.GetActiveScene().name != "Tutorial") { enableDash(); enableDoubleJump(); enableJump(); enemiesInLevel = GameSettings.EnemyCount; } else if (SceneManager.GetActiveScene().name == "Tutorial") { enemiesInLevel = 1; skipTutorialButton = GameObject.Find("SkipTut").GetComponent <Button>(); skipTutorialButton.interactable = true; } isLevelActive = true; } }
// Use this for initialization void Start() { attackCtrlr = GetComponent <PlayerAttackController>(); Invoke("setAttackControls", 1f); }
void InitializeWeapon() { attackController = gameObject.GetComponent <PlayerAttackController>(); weaponBoxCollider2D = gameObject.GetComponent <BoxCollider2D>(); renderObject = gameObject.GetComponent <SpriteRenderer>(); }