// Use this for initialization void Awake() { playerControl = gameObject.GetComponent<Player_Control> (); player = GetComponent<Rigidbody2D> (); playerSprite = GetComponent<SpriteRenderer> (); playerAnimation = GetComponent<Animator> (); playerSpeed = 5.0f; playerHP = maxHP = 3; nextVuln = 0.0f; invincTime = 2.0f; playerAlive = true; upVec = new Vector2 (0, playerSpeed); rightVec = new Vector2 (playerSpeed, 0); upRightVec = new Vector2 (Mathf.Sqrt (2) / 2 * playerSpeed, Mathf.Sqrt (2) / 2 * playerSpeed); downRightVec = new Vector2 (Mathf.Sqrt (2) / 2 * playerSpeed, -Mathf.Sqrt (2) / 2 * playerSpeed); offset = new Vector2 (0, 0.8f); screenSize = new Vector2 (4.5f, 5.4f); gameOver = GameObject.Find ("Canvas").GetComponent<Game_Over_Script> (); keyCount = 0; maxKeys = 5; }
public void SpawnActors(int numPlayers) { for (int i = 0; i < numPlayers; i++) { Color playerCol; string team; bool leftTeam; if (i == 0 || i == 2) { playerCol = colour_Left; team = "Left"; leftTeam = true; } else { playerCol = colour_Right; team = "Right"; leftTeam = false; } GameObject newPlayer = Instantiate(defaultPlayer, spawn_Players[i].position, spawn_Players[i].rotation, agentSpace); Player_Control PC = newPlayer.GetComponent <Player_Control>(); newPlayer.transform.localScale = new Vector3(1, 1, 1); newPlayer.name = team + "Player_" + i; PC.body.material.color = playerCol; PC.playerNum = i + 1; PC.freeze = true; PC.AM = GetComponent <ArenaMaster>(); PC.leftTeam = leftTeam; Players[i] = newPlayer; } activeBall = Instantiate(defaultBall, spawn_Balls.position, spawn_Balls.rotation, agentSpace); activeBall.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); }
public void Change_Glucose_Controls(Player_Control Control) { Glucose_Control = Control; switch (Control) { case Player_Control.Dead: Glucose_An.Launch_Death_Animation(); // Fade out Master sound before reoload Audio_Mixer_Control.current.Fade_Master(-80, 1.5f); // Call Reload event Event_System.current.Reload_Level(); break; default: break; } // toggles other scripts controls Glucose_Mo.Toggle_Movement(Control); Glucose_An.Change_Animation_Control(Control); print("Glucose Control States updated to " + Glucose_Control); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); Player_Control playerScript = player.GetComponent <Player_Control>(); DontDestroyOnLoad(this.gameObject); }
// Update is called once per frame void Update() { var box = colidbox.transform.position; //transform.Translate(direction * speed * d_t * 15); //충돌관리 Ray2D ray = new Ray2D(box, new Vector2(1, 0)); RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction); if (Physics2D.Raycast(ray.origin, ray.direction, 0.1f) && hit.collider.tag == "map") { blocks.Play(); Destroy(gameObject); } if (Physics2D.Raycast(ray.origin, ray.direction, 0.1f) && hit.collider.tag == "Player") { Player_Control p_c = hit.collider.gameObject.GetComponent <Player_Control>(); fe1_stand_head p_h = hit.collider.gameObject.GetComponent <fe1_stand_head>(); if (p_c != null) { p_c.hit_damage(damage); } if (p_h != null) { p_h.hit_damage(damage); } Instantiate(Hit_fx, this.transform.position, Quaternion.identity); Destroy(gameObject); // Debug.Log("hit"); } }
public void UnFreezePlayers() { foreach (GameObject player in Players) { Player_Control PC = player.GetComponent <Player_Control>(); PC.freeze = false; } }
private void Change_Control_To_Normal(int id)// Id is not used but requierd for the function to function { // Prevent potential case of changing glucose controle while he is dead if (Glucose_Control != Player_Control.Dead) { Glucose_Control = Player_Control.Normal; } }
// Use this for initialization void Start() { SetImageActiveState(true, false); m_Player_Control = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Control>(); m_normalImage.fillAmount = 1; }
void OnTriggerEnter(Collider other) { if(other.tag=="Player") { player = other.GetComponent<Player_Control>(); player.ReceiveDamage(ATK); } Destroy(this.gameObject); }
// Use this for initialization void Start() { movePlayer = transform.GetChild(1).GetComponent <AudioSource> (); attackPlayer = transform.GetChild(2).GetComponent <AudioSource> (); myRigidbody = GetComponent <Rigidbody2D> (); myControl = GetComponent <Player_Control> (); mpCurrentClip = NONE; }
void Awake() { pc = GetComponent <Player_Control>(); if (random) { id_body = Random.Range(0, 5); id_wheels = Random.Range(0, 4); id_front = Random.Range(0, 3); id_spoiler = Random.Range(0, 4); } else if (custom) { LoadCar lc = GameObject.Find("CarObject").GetComponent <LoadCar>(); switch (pc.ID) { case 1: id_body = lc.player1Parts[0]; id_wheels = lc.player1Parts[1]; id_front = lc.player1Parts[2]; id_spoiler = lc.player1Parts[3]; break; case 2: id_body = lc.player2Parts[0]; id_wheels = lc.player2Parts[1]; id_front = lc.player2Parts[2]; id_spoiler = lc.player2Parts[3]; break; case 3: id_body = lc.player3Parts[0]; id_wheels = lc.player3Parts[1]; id_front = lc.player3Parts[2]; id_spoiler = lc.player3Parts[3]; break; case 4: id_body = lc.player4Parts[0]; id_wheels = lc.player4Parts[1]; id_front = lc.player4Parts[2]; id_spoiler = lc.player4Parts[3]; break; } } body = GameObject.Find("Parts").GetComponent <Parts>().body[id_body]; wheel = GameObject.Find("Parts").GetComponent <Parts> ().wheel [id_wheels]; spoiler = GameObject.Find("Parts").GetComponent <Parts> ().spoiler_addon [id_spoiler]; spoiler.name = "spoiler"; front = GameObject.Find("Parts").GetComponent <Parts> ().front_addon [id_front]; m = GetComponent <Car_Movement> (); damage = GetComponent <Car_Damage> (); visuals = GetComponent <Visual_Update> (); if (!display) { race = GameObject.Find(GameObject.Find("Game").GetComponent <Game>().track).GetComponentInChildren <Race>(); } }
// Start is called before the first frame update void Start() { Glucose_Vibe = Player_Emotion.Normal; Glucose_Control = Player_Control.Normal; Glucose_An = GetComponent <Glucose_Animation>(); Glucose_Mo = GetComponent <Glucose_Controls>(); Glucose_Att = GetComponent <Glucose_Attack>(); Event_System.current.onCinematicBegin += Change_Control_To_Cinematic; Event_System.current.onCinematicEnd += Change_Control_To_Normal; }
void Start() { Cooling = false; Origin = GameObject.Find("Origin").transform; ParentBody = GameObject.Find("Avatar").GetComponent <Rigidbody>(); PA = transform.GetComponent <Animator>(); Cam = Camera.main; Cam2 = GameObject.Find("GunCam").GetComponent <Camera>(); Player = ParentBody.GetComponent <Player_Control>(); }
void Start() { // Get the UI_Main script of the UI game object and assign it to the gamePause local variable. gamePause = GameObject.Find("UI").GetComponent <UI_Main>(); MissleLock = false; // Get the Player_Control script from the player in world and assign it to the WeaponsUnlocked local variable, // This is to track if the player has any specific weapon upgrades, and how many of them. WeaponsUnlocked = WeaponSystems.GetComponent <Player_Control>(); AmmoPool = GameObject.Find("GameMaster").GetComponent <Pooling>(); }
void OnTriggerStay(Collider col) { if (col.tag == "Player" && active) { PC = col.gameObject.GetComponent <Player_Control>(); Pickups[activePickup].SetActive(false); active = false; PickUp(); timer = Time.time + interval; } }
private void Awake() { if (Instance == null) { Instance = this; } else { Debug.LogError("More Than two instance"); } uiSkillManager = GameObject.Find("UISkillManager").GetComponent <UISkillManager>(); }
public override void Use(ref gameItem currItem) { Player_Control player = GameController.instance.player.GetComponent <Player_Control>(); if (player.equipment[(int)this.part] == null || ItemController.instance.items[player.equipment[(int)this.part].itemFileName].itemName != this.itemName) { player.ACT_Equip(currItem); } else { player.ACT_UnEquip(part); } }
// initialization for the class public void Start() { gamePause = GameObject.Find("UI").GetComponent <UI_Main>(); SpawnFormations(); // grab the player control script from the player in the world and assign it to the local player variable. player = GameObject.FindWithTag("Player").GetComponent <Player_Control>(); EnemyParent = GameObject.Find("EnemiesParent"); if (SetWave > 0) { WaveCount = SetWave; } GetTotalSpawnsFromWave(); }
// Use this for initialization void Start () { pc = GameObject.FindGameObjectWithTag("Player").GetComponent<Player_Control>(); timer += Time.deltaTime; useSlots(); /* slots = new Transform[this.transform.childCount]; for(int i =0;i<slots.Length;i++){ slots[i] = this.transform.GetChild(i); } */ }
// This is basically the start function for the base class. public void FindTheComponents() { UpgradeMaster = Resources.Load <GameObject>("Upgrades/UpgradesMaster") as GameObject; SetTheUpgrades(); spawner = GameObject.Find("EnemySpawning").GetComponent <EnemySpawning>(); ScoreSet = GameObject.Find("UI").GetComponent <UI_Main>(); UpgradeDetect = GameObject.Find("UpgradeBrain(Clone)").GetComponent <Upgrades>(); AssetPool = GameObject.Find("GameMaster").GetComponent <Pooling>(); boxColFoV = transform.GetChild(1).gameObject.GetComponent <BoxCollider>(); objWeaponSpawnLocation = transform.GetChild(2).gameObject; fOriginAngle = transform.eulerAngles.y; multiShotCount = spawner.GetPlayerRef(); StartingVectorX = gameObject.transform.position.x; StartingVectorZ = gameObject.transform.position.z; }
// Use this for initialization void Start() { pc = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Control>(); timer += Time.deltaTime; useSlots(); /* * slots = new Transform[this.transform.childCount]; * for(int i =0;i<slots.Length;i++){ * * slots[i] = this.transform.GetChild(i); * * * } */ }
void Start() { Player = FindObjectOfType <Player_Control>(); RB = GetComponent <Rigidbody>(); Origin = transform.position; RayOriginOffset = new Vector3(0, 0.5f, 0); //Cycles below if (!HasPath) { InvokeRepeating("NewDirection", IdelPathTime, IdelPathTime); } InvokeRepeating("Lingering", IdelPathTime * IdelPathTime, IdelPathTime * IdelPathTime); InvokeRepeating("RandomDetect", (float)IdelPathTime / 2, (float)IdelPathTime / 2); InvokeRepeating("Navigate", 0.2f, 0.2f); Idel = true; }
void Start() { player = FindObjectOfType <Player_Control> (); sm = FindObjectOfType <ScenesManager> (); ds = FindObjectOfType <DataStorage> (); sound = FindObjectOfType <SoundManager> (); keys = 0; coins = 0; if (ds.touchControls) { gameControls.SetActive(false); } else { gameControls.SetActive(true); } }
public override void Pressed() { Player_Control player = GameController.instance.player.GetComponent <Player_Control>(); if (player.equipment[(int)bodyPart.Hand] != null && ItemController.instance.items[player.equipment[(int)bodyPart.Hand].itemFileName] is Equipable_Key) { if (!WaitForBool || (WaitForBool && GameController.instance.globalBools[ThisValue])) { Equipable_Key key; key = (Equipable_Key)ItemController.instance.items[player.equipment[(int)bodyPart.Hand].itemFileName]; if (key.level >= Clearance) { Door01.GetComponent <Object_Door>().DoorSwitch(); if (Door02 != null) { Door02.GetComponent <Object_Door>().DoorSwitch(); } soundsource.PlayOneShot(Accepted); SubtitleEngine.instance.playSub("playStrings", "play_button_card"); } else { SubtitleEngine.instance.playSub("playStrings", "play_button_lowcard"); soundsource.PlayOneShot(Rejected); } } else { SubtitleEngine.instance.playSub("playStrings", "play_button_failcard"); soundsource.PlayOneShot(Rejected); } } else { SubtitleEngine.instance.playSub("playStrings", "play_button_nocard"); } }
public override void Pressed() { Player_Control player = GameController.instance.player.GetComponent <Player_Control>(); if (!WaitForBool || (WaitForBool && GameController.instance.globalBools[ThisValue])) { if (player.equipment[(int)bodyPart.Hand] != null && ItemController.instance.items[player.equipment[(int)bodyPart.Hand].itemFileName] is Equipable_Hand) { Equipable_Hand hand; hand = (Equipable_Hand)ItemController.instance.items[player.equipment[(int)bodyPart.Hand].itemFileName]; if (hand.handID == handID) { Door01.GetComponent <Object_Door>().DoorSwitch(); if (Door02 != null) { Door02.GetComponent <Object_Door>().DoorSwitch(); } soundsource.PlayOneShot(Accepted); SubtitleEngine.instance.playSub("playStrings", "play_button_dna"); } else { SubtitleEngine.instance.playSub("playStrings", "play_button_wrongdna"); soundsource.PlayOneShot(Rejected); } } else { SubtitleEngine.instance.playSub("playStrings", "play_button_wrongdna"); soundsource.PlayOneShot(Rejected); } } else { SubtitleEngine.instance.playSub("playStrings", "play_button_faildna"); soundsource.PlayOneShot(Rejected); } }
void Awake() { stageNum = Scene_Manager_Script.instance._nowStage; _uniqueInstance = this; _isDead = false; _isEnd = false; _isSuccess = false; _isClicked = false; stageSelect(stageNum); go = GameObject.FindGameObjectWithTag("stage"); obManger = go.transform.GetChild(0).GetComponent <Obstacle_Manager>(); go = GameObject.FindGameObjectWithTag("Monster"); _monster = go.GetComponent <Monster_Control>(); go = GameObject.FindGameObjectWithTag("Player"); _player = go.GetComponent <Player_Control>(); go = GameObject.Find("MessageBG"); _MsgBox = go.GetComponent <MessageBox>(); go = GameObject.Find("ScoreBG"); _txtScore = go.transform.GetChild(1).GetComponent <Text>(); }
// Use this for initialization void Start() { player = FindObjectOfType <Player_Control> (); if (textfile != null) { textLines = (textfile.text.Split('\n')); } if (endAtLine == 0) { endAtLine = textLines.Length - 1; } if (isActive) { EnableTextBox(); } else { DisableTextBox(); } }
void OnCollisionEnter(Collision col) { if (col.collider.tag == "Player") { Player_Control PC = col.gameObject.GetComponent <Player_Control>(); if (PC.leftTeam != leftTeam) { if (charging && !PC.charging) { //Is this fun? float vel = rb.velocity.magnitude * (rb.mass / 2); charging = false; Rigidbody enemyRB = col.collider.gameObject.GetComponent <Rigidbody>(); enemyRB.AddForce(transform.forward * vel, ForceMode.Impulse); impactFX.SetActive(true); PC.Slammed(); } } else { print("Hit a bro!"); } } }
void Start() { player = FindObjectOfType <Player_Control> (); isFollowing = true; }
// Use this for initialization void Start() { player = FindObjectOfType <Player_Control> (); }
void OnTriggerStay(Collider other) { if (Contact == true) { if (other.tag == "Player") { if (Skill_ColdDown > 0) { Skill_ColdDown -= 1; } else { player = other.GetComponent<Player_Control>(); player.ReceiveDamage(ATK3); Skill_ColdDown = Attack3_ColdDown_Set; } } } }
void Player_Hit() { hitColliders = Physics.OverlapSphere(Attack1_Pos.transform.position, Attack1_Range, PlayerCheckLayer); if (hitColliders.Length != 0) { player = hitColliders[0].GetComponent<Player_Control>(); player.ReceiveDamage(ATK1); } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerScript = player.GetComponent <Player_Control>(); gold = GameObject.FindGameObjectWithTag("GoldTotal").GetComponent <Text>(); }
private void Change_Control_To_Cinematic(int id)// Id is not used but requierd for the function to function (function to function lol) { Glucose_Control = Player_Control.Cinematic; }
private void Start() { TrajectoryLineRenderer.enabled = false; m_playerControl = transform.GetComponent <Player_Control>(); }
// Use this for initialization void Start() { //Get the player's transform and control script target = GameObject.FindGameObjectWithTag("Player").transform; player_control = GameObject.FindGameObjectWithTag("Player").GetComponent<Player_Control>(); //Get this zombie's behaviour script behaviour = gameObject.GetComponent<Zombie_Bahaviour>(); player_in_threat_zone = false; //First step is to make sure this zombie is not dead zombie_action = Check_If_Self_Dead; decision_tree_root = Check_If_Self_Dead; randomly_walking = false; idling = false; }