void Start() { GameObject p = GameObject.FindGameObjectWithTag("Player"); p_c = p.GetComponent <Player_Controller>(); p_s = p.GetComponent <Player_Shoot>(); }
void Awake() { Player = Instantiate(AssetManager.Instance.Player_Prefab); AssetManager.Instance.Player = Player; cam = Instantiate(AssetManager.Instance.Camera); cam.Player = Player; }
// Use this for initialization void Start() { player = FindObjectOfType <Player_Controller> (); spriteRenderer = GetComponent <SpriteRenderer> (); StartOfRound(0); isEnabled = true; }
void OnTriggerExit(Collider other) { //if player has left, set entered flag to false if (other.tag == "Player") { Player_Controller _player = other.GetComponent <Player_Controller>(); _entered = false; //hide text if (_player.infoText != null) { _player.infoText.text = ""; _player.infoText.gameObject.SetActive(false); } //run function if execute on exit if (executeOnExit) { obj = other.gameObject; functionToRun.Invoke(other.gameObject); } else { obj = null; } } }
public void StartReloading() { GunAnimation.Play("Reload"); GunAnimation.CrossFadeQueued("Idle", 0.1f); ReloadGun = StartCoroutine(ReloadCO()); Player_Controller.PutGunDown(); }
void Start() { //Początkowe wartości if (CanDefend) { ShouldDefend = false; Response = false; reactionTime = reactionTimeCD; } if (CanGroundAttack) { GroundAttackDuration = GroundAttackDurationCd; GroundAttackBreak = GroundAttackBreakCd; groundAttacking = false; } AttackDuration = AttackDurationCD; AttackBreak = AttackBreakCD; attacking = false; //Dołączenie komponentów gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <Game_Master>(); anim = gameObject.GetComponent <Animator>(); enemy = gameObject.GetComponent <Enemy>(); audioPlayer = gameObject.GetComponent <AudioPlayer>(); target = GameObject.FindGameObjectWithTag("Player"); player = target.GetComponent <Player_Controller>(); rgb2d = gameObject.GetComponent <Rigidbody2D>(); NormalMove = true; }
void Update() { Player_Controller player = GetComponent <Player_Controller>(); MagicShield shield = GetComponentInChildren <MagicShield>(); if (player.curHealth == 3) { Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); } else if (player.curHealth == 2) { Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(false); } else if (player.curHealth == 1) { Heart1.SetActive(true); Heart2.SetActive(false); Heart3.SetActive(false); } else if (player.curHealth == 0) { Heart1.SetActive(false); Heart2.SetActive(false); Heart3.SetActive(false); } shieldTimer.text = "Shield Timer " + System.Math.Round(shield.shieldUse, 0); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); source = GetComponents <AudioSource>()[1]; BGMSource = GetComponents <AudioSource>()[0]; pc = GetComponent <Player_Controller>(); }
// Use this for initialization void Start() { hands.AddRange(GetComponentsInChildren <AI_Hit_Target>()); p_control = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controller>(); anim = GetComponent <AI_Animation_Controller>(); rb = GetComponent <Rigidbody>(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); GMState = GameManagerState.StartState; if (player != null && playCont != null) { playCont = player.GetComponent <Player_Controller>(); } else { player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { playCont = player.GetComponent <Player_Controller>(); } } }
// Start is called before the first frame update void Start() { rd = GetComponent <Rigidbody2D>(); Target = GameObject.FindObjectOfType <Player_Controller>(); movedirection = (Target.transform.position - transform.position).normalized * speed; rd.velocity = new Vector2(movedirection.x, movedirection.y); }
public void Initialize() { StartCoroutine("Order_Routine"); pointsText.gameObject.SetActive(true); player = Gameplay_Manager.Instance.player; }
private void OnTriggerEnter(Collider other) { if (!PhotonNetwork.IsMasterClient) { return; } if (other.CompareTag("Player")) { Player_Controller player = Game_Manager.instance.GetPlayer(other.gameObject); if (type == PickupType.Health) { player.photonView.RPC("Heal", player.photonPlayer, value); } else if (type == PickupType.Ammo) { player.photonView.RPC("GiveAmmo", player.photonPlayer); } else if (type == PickupType.Rifle) { player.photonView.RPC("ChangeWeapon", player.photonPlayer, value, ammo, reserve, focalLength, fireRate, isAuto); } else if (type == PickupType.Sniper) { player.photonView.RPC("ChangeWeapon", player.photonPlayer, value, ammo, reserve, focalLength, fireRate, isAuto); } else if (type == PickupType.Bazooka) { player.photonView.RPC("ChangeWeapon", player.photonPlayer, value, ammo, reserve, focalLength, fireRate, isAuto); } //gameObject.SetActive(false); PhotonNetwork.Destroy(gameObject); } }
// Use this for initialization void Start() { rb = this.GetComponent <Rigidbody2D> (); player = FindObjectOfType <Player_Controller> (); angle = (player.transform.position - this.transform.position).normalized; }
private void OnTriggerStay(Collider other) { if (other.tag == "PlayerBody") { if (damageTimer <= 0) { state = State.Combat; if (Vector3.Distance(player.transform.position, transform.position) < 2) { Player_Controller player = other.GetComponentInParent <Player_Controller>(); player.Damage(); } damageTimer = 1; } else { damageTimer -= Time.deltaTime; } } if (other.tag == "ShockWave") { state = State.Combat; } }
public void SaveLavelId(int id, GameData gmdata) //służy do zapisania id sceny do której się właśnie weszło { gameMaster.saving = true; //gra jest zapisywana player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controller>(); idb = gameObject.GetComponent <itemDataBase>(); Debug.Log("Saveing level id"); //Posłuży do przesyłania danych do pliku. //Unity ma własną konfigurację w tym wyspecyfikowane miejsce, w którym składuje takie pliki. //Pod Windows jest to z reguły miejsce w katalogu użytkownika. FileStream plik = File.Create(Application.persistentDataPath + "/Record.data"); // Obiekt zawierający informacjie o stanie naszego gracza. gmdata.SceneId = Application.loadedLevel; //Pobieram id poziomu //Posłuży do zapisywania danych do pliku. BinaryFormatter bf = new BinaryFormatter(); //Serializujemy/zapisujemy dane do pliku bf.Serialize(plik, gmdata); plik.Close();//Zamykamy plik (kończymy operacje na pliku). Debug.Log("Saveing - save level id = " + SceneManager.GetActiveScene().buildIndex); gameMaster.saving = false; }
// Start is called before the first frame update void Start() { player = GameObject.FindObjectOfType <Player_Controller>(); enemy = GameObject.FindObjectOfType <Enemy>(); ads = GameObject.FindObjectOfType <LogicalAds>(); round.SetActive(true); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { if (collision.gameObject.name == "Player1" || collision.gameObject.name == "Player1(Clone)") { if (p1.items.Contains("Key")) { had_key1 = true; } Destroy(collision.gameObject); p1 = Instantiate(Player1); if (had_key1) { p1.items.Add("Key"); } } else { if (p2.items.Contains("Key")) { had_key2 = true; } Destroy(collision.gameObject); p2 = Instantiate(Player2); if (had_key2) { p2.items.Add("Key"); } } } gameObject.transform.localScale = new Vector2(-gameObject.transform.localScale.x, gameObject.transform.localScale.y); }
bool CountDownPlayFlg = false; // カウントダウンのSEの再生フラグ // Start is called before the first frame update void Start() { GenelateTimer = 0; // タイマーの初期化 //GameTimer = 0; // ゲームタイマーの初期化 CountDownTimer = 4; // カウントダウンタイマーの初期化 tmpGameTimer = GameTimer; //コンポーネントを取得 audioSource = GetComponent <AudioSource>(); //人数に応じてプレイヤーを生成 for (int i = 0; i < Player_Count; i++) { GameObject Player = Instantiate(Player_Obj, new Vector3(SpawnPoint[i].transform.position.x, 2f, SpawnPoint[i].transform.position.z), Quaternion.identity) as GameObject; Player.name = "Player_" + i; Player_Controller pc = Player.GetComponent <Player_Controller>(); pc.SetPlayerNum(i); PlayerBox = GameObject.Find("PlayerBox"); Player.transform.parent = PlayerBox.transform; // 子オブジェクトとしてセット Player_Score[0] = 0; } //人数に応じてスコアUIを表示 for (int i = 0; i < Player_Count; i++) { ScoreUI[i].SetActive(true); // 表示 } //audioSource.PlayOneShot(GameMusic); //BGMを再生 //audioSource.PlayOneShot(CountDownSE[0]); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); tr = player.GetComponent <Transform>(); p_c = player.GetComponent <Player_Controller>(); sp = GetComponent <SpriteRenderer>(); }
void Start() { //ustawienia dźwięku audioSource = gameObject.GetComponent <AudioSource>(); audioSource.loop = true; audioSource.clip = startClip; audioSource.Play(); can = true;//Możliwość zamknięcia //Komponenty gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <Game_Master>(); keyMenager = GameObject.Find("KeyMenager").GetComponent <KeyMenager>(); anim = gameObject.GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controller>(); playerAttack = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttack>(); hp = Random.Range(2, 5); //ilość pozyskanego hp //Odwrócenie obiektu if (player.facingRight) { transform.localScale = new Vector3(1, 1, 1); } else { transform.localScale = new Vector3(-1, 1, 1); } anim.SetBool("End", false); }
// Update is called once per frame void Update() { if (folkparken) { if (player == null) { player = GameObject.FindWithTag("Player"); playerScript = player.GetComponent <Player_Controller>(); Debug.Log("Player found!"); } if (manager == null) { manager = GameObject.Find("Game Manager"); managerScript = manager.GetComponent <Game_Manager>(); Debug.Log("Manager found!"); } if (playerScript.health <= 0) { healthText.text = "Oj oj"; } else { healthText.text = "x " + playerScript.health.ToString(); } scoreText.text = "SCORE: " + PlayerStats.Score.ToString(); timeText.text = "TIME: " + managerScript.gameTime.ToString("0"); } }
// Use this for initialization void Start() { player = GameObject.Find("Player"); controller = player.GetComponent <Player_Controller>(); obstacleCollider = GetComponent <Collider2D>(); playerCollider = player.GetComponent <Collider2D>(); }
IEnumerator RespawnPlayer() { if (checkPoint.position != Vector3.zero) { Player_Controller controller = GetComponent <Player_Controller>(); controller.enabled = false; StopCoroutine(DrainEnergyPeriodically()); yield return(new WaitForSeconds(respawnTimer)); _isAlive = true; currentEnergy = maxEnergy; transform.position = checkPoint.position; if (HudUpdate != null) { HudUpdate(PowerTypes.POWER_ENERGY, currentEnergy); } StartCoroutine(DrainEnergyPeriodically()); controller.enabled = true; } }
private void OnTriggerExit2D(Collider2D info) { if (_player == info.GetComponent <Player_Controller>()) { _player = null; } }
// Start is called before the first frame update public virtual void Start() { rb = GetComponent <Rigidbody2D>(); //Grab the component of the local RigidBody controller = GetComponent <Player_Controller>(); originPosition = gameObject.transform.position; //The start position of this gameObject playerPosition = FindObjectOfType <Player_Pawn>().transform; //The player's position }
private void Start() { player = FindObjectOfType <Player_Controller>(); music = this.GetComponent <AudioSource>(); music.Play(); StartPanel.SetActive(true); }
void RandomRecoil(Camera_Controller cameraController, Player_Controller playerController) { int _recoilIndex = Random.Range(0, weaponStats.recoilPattern.Count - 1); cameraController.xRotation -= weaponStats.recoilPattern[_recoilIndex].x * weaponStats.baseRecoil * recoilADS; playerController.yRotation += weaponStats.recoilPattern[_recoilIndex].y * weaponStats.baseRecoil * recoilADS; }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { Player_Controller player = other.GetComponent <Player_Controller>(); if (player != null) { player.Damage(); } AudioSource.PlayClipAtPoint(_audioClipPlayerHit, transform.position); GameObject Effect = Instantiate(_particleEffect, transform.position, Quaternion.identity); Destroy(Effect, 0.5f); Destroy(this.gameObject); } if (other.tag == "Bullet") { other.gameObject.SetActive(false); if (_player != null) { _player.AddScore(10); } AudioSource.PlayClipAtPoint(_audioClipExplosion, transform.position); GameObject Effect = Instantiate(_particleEffect, transform.position, Quaternion.identity); Destroy(Effect, 0.5f); Destroy(GetComponent <Collider2D>()); Destroy(this.gameObject); } }
void Start() { player = FindObjectOfType <Player_Controller> (); icon = this.GetComponent <Image> (); duration = theItem.duration; timeLeft = duration; }
private void Awake() { if (networkView.isMine) { CharacterController = GetComponent("CharacterController") as CharacterController; Instance = this; } }
void Start () { agent = GetComponent<NavMeshAgent>(); player_controller = GameObject.FindGameObjectWithTag("Player").GetComponent<Player_Controller>(); startPosition = transform.position; agent.speed = Random.Range(2.0f, 3.0f); counter = 0; maxHealth = 30; health = 30; }
void OnCollisionEnter(Collision col) { if (!ZderzylSie) { kontroller = col.gameObject.GetComponent<Player_Controller>(); if (kontroller != null) { kontroller.GetDamage(1); kontroller.shorecrash = 0; ZderzylSie = true; //Debug.Log("zderzenie z brzegiem"); } } }
void OnCollisionEnter(Collision col) { if (!ZderzylSie) { kontroller = col.gameObject.GetComponent<Player_Controller>(); if (kontroller != null) { kontroller.GetDamage(1); this.collider.enabled = false; } //Debug.Log("zderzenie"); } ZderzylSie = true; }
// Use this for initialization void Start () { playerDeath = (Player_Controller)FindObjectOfType (typeof(Player_Controller)); realStatus (); }
public override void Startup(Player_Controller _thePlayer) { base.Startup (_thePlayer); _state = "ground"; _lastState = "ground"; }
// Use this for initialization void Start() { controller = GetComponent<Player_Controller> (); playerCamera = transform.FindChild ("Camera").GetComponent<Camera> (); }
void Awake(){ sInstance = this; m_Exploder = GetComponent<ExploderObject>(); mTouch_Start = new Vector2[10]; mTouch_End = new Vector2[10]; TouchDetectRange = new Vector2 (50f,50f); }
void Awake() { instance = this; }
public override void Startup(Player_Controller _thePlayer) { base.Startup (_thePlayer); _usesNodes = true; _state = "attached"; _lastState = "attached"; }
void Awake () { characterController = GetComponent("CharacterController") as CharacterController; Instance = this; //Player_Camera.createMainCamera(); }
// Use this for initialization void Start() { player = FindObjectOfType<Player_Controller>(); //shortform of reference }
protected void Update() { pc = GetComponent<Player_Controller>(); if(recoiltime <= 0) { recoiltime = 0; } else { recoiltime = recoiltime - Time.deltaTime; } if(pc.GetKeyDown(4)) { if(pulos>0) { GetRigido().AddForce(Vector2.up*250,ForceMode2D.Impulse); pulos --; } } GameObject parent_bone = this.transform.FindChild ("bones_parent").gameObject; Vector3 rot = parent_bone.transform.rotation.eulerAngles; if(pc.GetKey(2)) { if(pc.GetKey(1) == false && pc.GetKey(3) == false) { rot.z = 90; } else { rot.z = 45; } } if(pc.GetKey(0)) { if(pc.GetKey(1) == false && pc.GetKey(3) == false) { rot.z = -90; } else { rot.z = -45; } } if(pc.GetKey(2) == false && pc.GetKey(0) == false) { rot.z = 0; } parent_bone.transform.rotation = Quaternion.Euler(rot); GetGun(1).transform.rotation = Quaternion.Euler(rot); GetGun(2).transform.rotation = Quaternion.Euler(rot); if(pc.GetKey(1) == false && pc.GetKey(3) == false) { } else { Quaternion rotation = this.transform.rotation; Vector2 oldspeed = GetRigido().velocity; oldspeed.x = 0; if(pc.GetKey (1)) { rotation.y = 0; oldspeed.x = oldspeed.x - 10; } if(pc.GetKey (3)) { rotation.y = 180; oldspeed.x = oldspeed.x + 10; } this.transform.rotation = rotation; GetRigido().velocity = oldspeed; } if(pc.GetKey(5)) { if(recoiltime == 0) { Vector3 position = new Vector3(); if( Getmain() == true) { if( Getmult() == true) { position = GetGun (0).transform.position; GameObject Boolet; for(int i = 0; i < 5;i++) { Boolet = Instantiate( GetBullet(),position,randomRotation( GetGun (0).transform.rotation,-10,10)) as GameObject; Boolet.GetComponent<Bullet_code>().SetOwner(this.name); } } else { position = GetGun (0).transform.position; GameObject Boolet = Instantiate( GetBullet(),position, GetGun (0).transform.rotation) as GameObject; Boolet.GetComponent<Bullet_code>().SetOwner(this.name); } } else { if( Getalt() == false) { position = GetGun (1).transform.position; GameObject Boolet = Instantiate( GetBullet(),position, GetGun (1).transform.rotation) as GameObject; Boolet.GetComponent<Bullet_code>().SetOwner(this.name); position = GetGun (2).transform.position; Boolet = Instantiate( GetBullet(),position, GetGun (2).transform.rotation) as GameObject; Boolet.GetComponent<Bullet_code>().SetOwner(this.name); } else { position = GetGun (wichgun).transform.position; GameObject Boolet = Instantiate( GetBullet(),position, GetGun (wichgun).transform.rotation) as GameObject; Boolet.GetComponent<Bullet_code>().SetOwner(this.name); wichgun ++; if(wichgun >= 3){wichgun =1;} } } recoiltime = getrate(); } } }
public override void Startup(Player_Controller _thePlayer) { base.Startup (_thePlayer); _state = "stasis"; }
//this bit is just to get all the variables that I need taken from the player controller script public virtual void Startup(Player_Controller _thePlayer) { //sets all the variables _player = _thePlayer; _rigid = _thePlayer.GetComponent<Rigidbody> (); _maxSpeed = _player.maxSpeed; _acceleration = _player.acceleration; _jumpPower = _player.jumpPower; _nodeJumpPower = _player.nodeJumpPower; _turnSpeed = _player.turnSpeed; _cameraTrans = _player.cameraTrans; _camera = _cameraTrans.GetComponent<Camera_Controller> (); _groundD = _player._groundD; _anim = _player.anim; _speedText = _player.speedText; _camMover = _player.camMover; _forwardD = _player._forwardD; //_nodeD = _player._nodeD; }
public virtual void Startup(Camera_Controller _controller) { _camTrans = _controller.transform; _orbitSpeed = _controller.orbitSpeed; _player = _controller.player.GetComponent<Player_Controller> (); _rigid = _player.gameObject.GetComponent<Rigidbody> (); }