void Start() { gameOver = GameObject.Find("GameOverScreen"); gameOver.SetActive(false); player = GameObject.Find("Player").GetComponent <RespawnSystem>(); }
// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } }
static public Result RespawnSystemTestOne() { Vector3[] spawnPoints = new Vector3[] { new Vector3(564.992f, 163.1895f), new Vector3(153.1190f, 892.6244f), }; Vector3[] enemies = new Vector3[] { new Vector3(893.853f, 224.94729f), new Vector3(153.1190f, 892.6244f), new Vector3(38.644f, 63.95401f) }; Vector3[] allies = new Vector3[] { new Vector3(153.1190f, 892.6244f), new Vector3(468.135f, 295.114f) }; int spawnIndex = RespawnSystem.GetBestRespawnPoint(spawnPoints, enemies, allies); int expected = 1; return(Verify.AreEqual(expected, spawnIndex, "Correctly spawn away from enemies.")); }
/* * Initialization method */ private void Start() { ScenesController scenesController = GameObject.FindGameObjectWithTag("ScenesController").GetComponent <ScenesController>(); mazeConstructor = GetComponent <MazeConstructor>(); respawnSystem = GetComponent <RespawnSystem>(); mazeSurface = GetComponent <NavMeshSurface>(); // Maze construction mazeConstructor.GenerateNewMaze(scenesController.currentMazeRows, scenesController.currentMazeColumns); // Spawn system initialization respawnSystem.InitilizeRespawnSystem(mazeConstructor.mazeData); // Maze nav mesh surface baking mazeSurface.BuildNavMesh(); // Player positioning respawnSystem.SetPlayerRespawn(); // Enemy respawns respawnSystem.SetEnemyRespawnsPositions(); // Final point respawnSystem.SetFinalPoint(); // Consumables respawnSystem.SetConsumableLocations(); }
// Start is called before the first frame update void Start() { characterContRef = PlayerCharacterController.request(); rb = gameObject.GetComponent <Rigidbody>(); previousConstraints = rb.constraints; animRef = gameObject.GetComponent <Animator>(); respawnRef = gameObject.GetComponent <RespawnSystem>(); }
private void Awake() { if (instance != null) { Debug.LogError("Il y a plus d'une instance de RespawnSystem en jeu"); return; } instance = this; }
void Start() { questManager = GameObject.Find("QuestManager").GetComponent <QuestManager>(); respawnSystem = gameObject.GetComponent <RespawnSystem>(); stats = gameObject.GetComponent <UnitStats>(); myGameObject = gameObject; myTransform = gameObject.transform; myRigidbody = GetComponent <Rigidbody>(); pointa = myTransform.position; pointb = myTransform.position * dodgeDistance; jouneyLength = Vector3.Distance(pointa, pointb); Reset(); }
// Private function to spawn player at specific position private void Spawn(Vector3 position) { // If a respawn system is found, set this spawn area, as the last spawn RespawnSystem respawn = FindObjectOfType <RespawnSystem>(); if (null != respawn) { respawn.SetSpawner(this); } // Instantiate a new player gameobject Instantiate <GameObject>(_ballPrefab, position, Quaternion.identity); // Deactivate the spawn area, so that it's not triggered by the newly spawned player _active = false; }
void Start() { myGameObject = gameObject; respawnSystem = GetComponent <RespawnSystem>(); }
protected override void Awake() { base.Awake(); rs = GetComponent <RespawnSystem>(); lm = GetComponent <LivesSystem>(); }