// Use this for initialization public void Start() { playerMoveComp = GetComponent <Movement>(); playerHealthComp = GetComponent <PlayerHealth>(); playerThrowComp = GetComponent <PlayerThrowing>(); otherPlayer = playerMoveComp.otherPlayer.gameObject; otherPlayerAnimatorManager = otherPlayer.GetComponent <PlayerPieceAnimatorManager>(); for (int i = 0; i < playerMoveComp.pieces.Count; i++) { Animator pieceAnimator = playerMoveComp.pieces[i].gameObject.GetComponent <Animator>(); if (pieceAnimator) { playerPieceAnimators.Add(pieceAnimator); playerPieceDictionary.Add(pieceAnimator, playerMoveComp.pieces[i]); //add the pieces and their animators to a dictionary for ease of use playerFaceDictionary.Add(pieceAnimator, pieceAnimator.transform.GetComponentInChildren <Animator>()); //add face animators LookAtObject tempLookComp = pieceAnimator.gameObject.GetComponentInChildren <LookAtObject>(); //get the look at object component on the face and set the target look to the other player if (tempLookComp) { tempLookComp.targetLook = otherPlayer.transform; } } } playerPieceAnimators[0].SetBool("baseCamper", true); }
public void FixPlayerSprites() { if (!Application.isPlaying) { playerMoveComp = GetComponent <Movement>(); playerHealthComp = GetComponent <PlayerHealth>(); playerThrowComp = GetComponent <PlayerThrowing>(); List <PlayerPiece> playerPieces = new List <PlayerPiece>(); playerPieces.AddRange(GetComponentsInChildren <PlayerPiece>()); for (int i = 0; i < playerPieces.Count; i++) { playerPieces[i].GetComponent <Animator>().SetBool("isGrounded", true); playerPieces[i].GetComponent <Animator>().Update(Time.deltaTime); playerPieces[i].GetComponentInChildren <LookAtObject>().SetToPivotPosition(); } } }
void AtCampfire() { if (players.Count == 2) { if (playerMovementScripts.Count <= 0) { for (int j = 0; j < players.Count; j++) { Movement move = players[j].GetComponent <Movement>(); playerMovementScripts.Add(move); PlayerThrowing playerThrow = players[j].GetComponent <PlayerThrowing>(); playerThrowingScripts.Add(playerThrow); PlayerHealth health = players[j].GetComponent <PlayerHealth>(); playerHealthScripts.Add(health); } } if (playerIndicatorScripts.Count == 2) { if (controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.OnePlayerKeyboard || controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.OnePlayerController || controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.Undecided) { if (playerIndicatorScripts[0].playerIsHoldingDownButton || playerIndicatorScripts[1].playerIsHoldingDownButton) { CalculateNumberOfCollectedPieces(); // Set the number of collected player pieces OnAtCampfire(); } } else if (controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.TwoPlayerControllerAndKeyboard || controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.TwoPlayerController || controllerManagerInstance.controllerTypeInputted == CurrentControllerSetup.TwoPlayerOneKeyboard) { if (playerIndicatorScripts[0].playerIsHoldingDownButton && playerIndicatorScripts[1].playerIsHoldingDownButton) { CalculateNumberOfCollectedPieces(); // Set the number of collected player pieces OnAtCampfire(); } } } } }
private void Start() { m_GameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); m_AudioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManager>(); m_Camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ScreenShake>(); m_PlayerAnimation = GetComponent <Animator>(); m_PlayerController = GetComponent <PlayerController>(); if (m_PlayerType == PlayerType.Allow_Shooting) { m_PlayerShooting = GetComponent <PlayerShooting>(); } else if (m_PlayerType == PlayerType.Allow_Throwing) { m_PlayerThrowing = GetComponent <PlayerThrowing>(); } ResetPlayer(); }
void OnPlayerChooseLevel() { // Get the other components on the player to prevent them from moving or doing anything as the scene changes for (int j = 0; j < players.Count; j++) { PlayerThrowing playerThrow = players[j].GetComponent <PlayerThrowing>(); playerThrowingScripts.Add(playerThrow); PlayerHealth health = players[j].GetComponent <PlayerHealth>(); playerHealthScripts.Add(health); } // Lock the player's Movment for (int i = 0; i < players.Count; i++) { playerMovementScripts[i].StopMovementNotCollision(); playerThrowingScripts[i].StopThrowing(); playerHealthScripts[i].StopCatching(); } // Change the scene Fader.instance.FadeToColor(Color.black, delay); Invoke("LoadTheScene", delay + .1f); // Disable the player speach bubbles for (int l = 0; l < playerIndicatorScripts.Count; l++) { playerIndicatorScripts[l].DisableImage(); } //Play level Comfirm Sound fModConfirmLevelEvent.start(); // prevent players from accessing the menu if (interactiveMenuSingleton != null) { interactiveMenuSingleton.DisableMenu(); } completedOnce = true; }
// Use this for initialization void Start() { controllerManager = NewControllerManager.instance; // Find the Players if (!player1) { player1 = GameObject.Find("Player 1"); } if (!player2) { player2 = GameObject.Find("Player 2"); } // Find the various components on the players p1Movement = player1.GetComponent <Movement>(); p1Throwing = player1.GetComponent <PlayerThrowing>(); p1Health = player1.GetComponent <PlayerHealth>(); p1Indicator = player1.GetComponentInChildren <PlayerIndicator>(); p2Movement = player2.GetComponent <Movement>(); p2Throwing = player2.GetComponent <PlayerThrowing>(); p2Health = player2.GetComponent <PlayerHealth>(); p2Indicator = player2.GetComponentInChildren <PlayerIndicator>(); p1PauseAnimator = p1Pause.GetComponent <Animator>(); p2PauseAnimator = p2Pause.GetComponent <Animator>(); p1HandAnimator = p1Hand.GetComponentInChildren <Animator>(); p2HandAnimator = p2Hand.GetComponentInChildren <Animator>(); pauseMenuAnimator = pauseMenu.GetComponent <Animator>(); //Set the canvas to active if it is not if (gameObject.activeSelf == false) { gameObject.SetActive(true); } p1Pause.SetActive(true); p2Pause.SetActive(true); //pauseMenu.SetActive(false); p1RectTransform = p1Hand.GetComponent <RectTransform>(); p2RectTransform = p2Hand.GetComponent <RectTransform>(); //instanciate FMOD sound variables/events closeMenuEvent = FMODUnity.RuntimeManager.CreateInstance(closeMenu); InGameMenuSelectEvent = FMODUnity.RuntimeManager.CreateInstance(InGameMenuSelect); OpenMenuEvent = FMODUnity.RuntimeManager.CreateInstance(OpenMenu); Player1ConfirmEvent = FMODUnity.RuntimeManager.CreateInstance(Player1Confirm); Player2ConfirmEvent = FMODUnity.RuntimeManager.CreateInstance(Player2Confirm); if (NewControllerManager.instance && NewControllerManager.instance.demoMode) { foreach (MenuButton eachButton in demoMenuButtons) { eachButton.gameObject.SetActive(true); } menuButtons = demoMenuButtons; } else { foreach (MenuButton eachButton in fullMenuButtons) { eachButton.gameObject.SetActive(true); } menuButtons = fullMenuButtons; } // find the button animators menuButtonAnimators = new Animator[menuButtons.Length]; for (int i = 0; i < menuButtonAnimators.Length; i++) { menuButtonAnimators[i] = menuButtons[i].GetComponent <Animator>(); } startingButtonPosition = menuButtons[0].GetComponent <RectTransform>(); }