Exemple #1
0
 void Start()
 {
     rb           = GetComponent <Rigidbody2D>();
     animator     = GetComponent <Animator>();
     playerAttack = GetComponent <Player_Attack>();
     health       = GetComponent <Health>();
 }
Exemple #2
0
 void Start()
 {
     rb            = GetComponent <Rigidbody2D>();
     state         = GetComponent <Player_State>();
     animator      = GetComponent <Player_Animator>();
     timers        = GetComponent <Player_Timers>();
     attributes    = state.attributes;
     wallActions   = GetComponent <Player_Wall_Actions>();
     pJump         = GetComponent <Player_Jump>();
     pDash         = GetComponent <Player_Dash>();
     pDive         = GetComponent <Player_Dive>();
     pCol          = GetComponent <Player_Collisions>();
     pAttack       = GetComponent <Player_Attack>();
     move          = GetComponent <Player_Move>();
     playerManager = GetComponent <PlayerManager>();
     rb.drag       = 0.5f;
     rb.mass       = 1.5f;
     ReceiveValues();
     moveSpeed          = attributes.moveSpeed;
     jumpVelocity       = attributes.jumpVelocity;
     maxDescendAngle    = attributes.maxDescendAngle;
     dashSpeed          = attributes.dashSpeed;
     momentumFactor     = attributes.momentumFactor;
     wallSlideSpeed     = attributes.wallSlideSpeed;
     pivotTime          = attributes.pivotTime;
     diveAttackTime     = attributes.diveAttackTime;
     momentumTime       = attributes.momentumTime;
     wallStickCooldown  = attributes.wallStickCooldown;
     terminalVel        = new Vector2(dashSpeed / 2.0f, dashSpeed / 2.5f);
     airTerminalVel     = new Vector2(dashSpeed / 3.0f, dashSpeed);
     slopeCollisionMask = attributes.slopeCollisionMask;
     gravity            = attributes.gravity;
 }
 void Start()
 {
     pc           = GetComponent <Player_Con>();
     animator     = GetComponent <Player_Animator>();
     timers       = GetComponent <Player_Timers>();
     pDash        = GetComponent <Player_Dash>();
     pJump        = GetComponent <Player_Jump>();
     pDive        = GetComponent <Player_Dive>();
     pCol         = GetComponent <Player_Collisions>();
     pAttack      = GetComponent <Player_Attack>();
     wallActions  = GetComponent <Player_Wall_Actions>();
     speedManager = GetComponent <Speed_Manager>();
     ReceiveValues();
     jumpTime          = attributes.jumpTime;
     displacementTime  = attributes.displacementTime;
     pivotTime         = attributes.pivotTime;
     momentumTime      = attributes.momentumTime;
     wallStickCooldown = attributes.wallStickCooldown;
     jumpCount         = 2;
     sign         = 0.0f;
     prevSign     = 1.0f;
     wallSign     = 0.0f;
     jumpDirX     = 0.0f;
     enemyColSign = 0.0f;
     control      = true;
     airborne     = true;
     //Lines below for testing purposes
     dive       = true;
     dash       = true;
     doubleJump = true;
 }
Exemple #4
0
    public List <string> enemylist; //record those enemies got hit to avoid double collision check

    void Awake()
    {
        Instance      = this;
        IsAttack      = false;
        CheckDistance = false;
        enemylist     = new List <string>();
        enemylist.Clear();
    }
 private void Awake()
 {
     if (instance != null)
     {
         Debug.Log("Déjà Player_Attack dans la scène");
         return;
     }
     instance = this;
 }
    void Awake()
    {
        anim           = GetComponent <Animator>();
        playerAudio    = GetComponent <AudioSource>();
        playerMovement = GetComponent <Player_Controller_Movement>();
        playerAttack   = GetComponentInChildren <Player_Attack>();
        gMs            = FindObjectOfType <GameManager>();

        currentHealth = startingHealth;
    }
Exemple #7
0
    public void Start()
    {
        player        = Player_Manager.Instance.player_script;
        player_move   = Player_Manager.Instance.player_move;
        player_attack = Player_Manager.Instance.player_attack;
        action_stair  = Player_Manager.Instance.action_stair;
        actor_status  = Actor_Manager.Instance.actor_status;

        layer        = Dungeon_Manager.Instance.map_layer_2D;
        key_observer = Game.Instance.key_observer;
    }
 private void Shot()
 {
     if (PlayerPrefs.GetInt("HangrightState") == 1)
     {
         Player_Attack weapon = GetComponent <Player_Attack>();
         if (weapon != null)
         {
             // false because the player is not an enemy
             weapon.Attack(false);
         }
         FindObjectOfType <AudioManager>().Play("FireBall");
     }
 }
    void Update()
    {
        if (currentEnemyHealth <= 0)
        {
            int chancesOfDropping = Random.Range(0, 100);
            if (chancesOfDropping <= 100)
            {
                Instantiate(egg, transform.position, transform.rotation);
            }
            Player_Attack pAs = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <Player_Attack>();
            pAs.specialAbilityBar += deathPoints;
            Mathf.Clamp(pAs.specialAbilityBar, 0, 100);
            pAs.sAI.fillAmount = pAs.specialAbilityBar / 100;//

            Destroy(this.gameObject);
        }
    }
    private Player_Attack Skill;      //Allows access to demo lightning skill

    private void Start()
    {
        player     = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Movement>();
        Experience = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Attack>();
        Skill      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Attack>();
    }
 void Start()
 {
     player_attack = gameObject.AddComponent <Player_Attack>();
 }
Exemple #12
0
 private void Awake()
 {
     playerAttack = GetComponentInChildren <Player_Attack>();
 }