// Use this for initialization void Start() { currentHP = HPLevels[1]; currentAttack = attackLevels[1]; currentDefence = defenceLevels[1]; playerHP = FindObjectOfType <PlayerHPManager>(); }
void MakeInstance() { if (instance == null) { instance = this; } }
void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); targetStats = player.GetComponent <PlayerStats>(); hpManager = player.GetComponent <PlayerHPManager>(); _anim = transform.Find("Body").GetComponent <Animator>(); }
// Use this for initialization void Start() { currentHP = HPLevels[1]; currentAttack = attackLevels[1]; currentDefence = defenceLevels[1]; playerHP = FindObjectOfType <PlayerHPManager>(); healthShards = 0; healthPacks = 0; magicMeter = 0; magicActive = false; }
// Update is called once per frame void Update() { if (playerHPM == null) { playerHPM = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHPManager>(); } healthBar.maxValue = playerHPM.playerMaxHP; healthBar.value = playerHPM.playerCurrentHP; healthText.text = string.Format("HP: {0}/{1}", playerHPM.playerCurrentHP, playerHPM.playerMaxHP); lvlText.text = string.Format("Lvl {0}", playerS.currentLevel); }
// Start is called before the first frame update public void InicialSetup() { PlayerObj = GameObject.FindGameObjectWithTag("Player"); MainObjective = GameObject.FindGameObjectWithTag("Objective"); NavAgent = gameObject.GetComponent <NavMeshAgent>(); Anim = gameObject.GetComponent <Animator>(); PlayerManagerScript = PlayerObj.GetComponent <PlayerHPManager>(); ObjctiveManagerScript = MainObjective.GetComponent <MainObjectiveManager>(); NavAgent.speed = MoveSpeed; Objective = MainObjective; }
IEnumerator useMagic() { GameObject thePlayer = GameObject.Find("Player"); PlayerController playerControllerScript = thePlayer.GetComponent <PlayerController>(); PlayerHPManager playerScript = thePlayer.GetComponent <PlayerHPManager>(); if (pStats.magicMeter >= 75 && !pStats.magicActive) { pStats.magicActive = true; pStats.magicMeter -= 50; yield return(new WaitForSeconds(20)); pStats.magicActive = false; } }
public void LevelUp() { currentLevel++; currentHP = HPLevels[currentLevel]; currentAttack = attackLevels[currentLevel]; currentDefence = defenceLevels[currentLevel]; if (playerHP == null) { playerHP = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHPManager>(); } playerHP.playerMaxHP = currentHP; playerHP.playerCurrentHP += currentHP - HPLevels[currentLevel - 1]; //This will heal up player by the difference between old and new health lvl, on level up }
IEnumerator useHealthPackTimer() { GameObject thePlayer = GameObject.Find("Player"); PlayerController playerControllerScript = thePlayer.GetComponent <PlayerController>(); PlayerHPManager playerScript = thePlayer.GetComponent <PlayerHPManager>(); if (pStats.healthPacks > 0 && playerScript.playerCurrentHP != playerScript.playerMaxHP && !pStats.usingHealthPack) { playerControllerScript.canMove = false; pStats.usingHealthPack = true; yield return(new WaitForSeconds(2)); pStats.healthPacks -= 1; playerScript.playerCurrentHP += playerScript.playerMaxHP / 3; playerScript.playerCurrentHP = Mathf.Min(playerScript.playerCurrentHP, playerScript.playerMaxHP); pStats.usingHealthPack = false; } playerControllerScript.canMove = true; }