void Awake() { // Setting up references. groundCheck = transform.Find("groundCheck"); swordScript = GetComponentsInChildren <SwordScript>()[0]; animator = GetComponent <Animator>(); }
void Start() { DeathFlag = true; audioSource = gameObject.AddComponent <AudioSource>(); TapEffect = Resources.Load <GameObject>("TapEffect"); worldPos = transform.position; PlayersStrength = GameObject.Find("GameMaster").GetComponent <StageScript>(); trs = GetComponent <Transform>(); Under = -1.3f; Over = 3.5f; RightEnd = 8.62f; LeftEnd = -8.62f; SwordPrefab = (GameObject)Resources.Load("SwordAttack"); SwordSPr = SwordPrefab.GetComponent <SwordScript>(); SwordSPr.MoveSpeed = AttackSpeed; SwordSPr.AttackPower = AttackPower; offset = new Vector3(-0.5f, 0); if (PlayerPrefs.HasKey("SE")) { maxVolume = PlayerPrefs.GetFloat("SE") * 0.5f; } audioSource.volume = maxVolume; }
/// <summary> /// Gets scripts and components. /// </summary> private void Start() { _lives = GetComponent <Lives>(); sord = Instantiate(sord, transform.position, transform.rotation); sord.SetActive(false); _sordScript = sord.GetComponent <SwordScript>(); }
void Start() { StartCoroutine("Spawn"); m_hero = GameObject.FindGameObjectWithTag("Player"); swordcheck = GameObject.FindGameObjectWithTag("Player").GetComponent <SwordScript>(); navy = this.gameObject.GetComponent <NavMeshAgent>(); }
private PlayerSpriteAnimation spriteAnimation; // The actual animation script attached to the spriteAnimationPlane // Start is called before the first frame update void Start() { // General player script setup body = gameObject.GetComponent <Rigidbody>(); healthManager = GetComponent <KillableScript>(); moveDirection = Vector3.forward; spriteAnimation = spriteAnimationPlane.GetComponent <PlayerSpriteAnimation>(); StartCoroutine(DisableMessageText(5.0f)); // Hide the initial quest message after a short delay // Restore/update saved values from the StaticSaver SwordScript sword = swordHitbox.GetComponent <SwordScript>(); if (SceneManager.GetActiveScene().name == "Outside") { StaticSaverScript.maxHealth = maxHealth; StaticSaverScript.swordPower = sword.power; StaticSaverScript.swordKnockback = sword.knockbackForce; StaticSaverScript.health = maxHealth; healthManager.health = maxHealth; } else { maxHealth = StaticSaverScript.maxHealth; sword.power = StaticSaverScript.swordPower; sword.knockbackForce = StaticSaverScript.swordKnockback; healthManager.health = StaticSaverScript.health; } }
void Start() { maincamera = GameObject.Find("Main Camera"); guiScript = maincamera.GetComponent<GUIScript>(); soundManager = GameObject.Find("SoundManager").GetComponent<SoundManager>(); shieldScript = GameObject.Find("l_arm").GetComponent<ShieldScript>(); swordScript = GameObject.Find("r_arm").GetComponent<SwordScript>(); }
public void SwordSwap(SwordScript a, Sword b) { a.damage = b.damage; a.type = b.type; a.kills = b.kills; a.image = b.image; a.knockback = b.knockback; a.affixes = b.affixes; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("PickUp")) { Destroy(other.gameObject); swordScript = swordObject.GetComponent <SwordScript>(); hasSword = true; } }
void Start() { clickingArea = clickingArea.GetComponent <ClickingArea>(); anims = GetComponent <Animator>(); anims.SetFloat("flying", 2); playerControl = GetComponent <PlayerControl>(); shooted = GetComponent <SwordScript>(); startScale = rocket.GetComponent <Transform>().transform.localScale; }
void OnCollisionEnter(Collision col) { SwordScript sword = GetComponentInChildren <SwordScript>(); //ENEMY HURTS PLAYER //Under 0.5 for gameTicks2 = player is temporarily invincible //This way the enemy doesn't instantly remove all the player's health. if (col.gameObject.tag == "Enemy" && gameTicks2 > 0.5 && !sword.drawn && !inv) { gameObject.GetComponentInParent <PlayerScript>().health--; healthDisplayer.GetComponent <HealthBarDisplay>().UpdateText(); gameTicks2 = 0.0f; } }
private void OnCollisionEnter(Collision collision) { // Destroy particles the player touches so they don't affect the player's physics (a piece of bush can no longer fling the player in the air) if (collision.collider.gameObject.CompareTag("PolyParticle")) { Destroy(collision.collider.gameObject); } // Collect any item the player touches if (collision.collider.gameObject.CompareTag("Item")) { ItemScript item = collision.collider.gameObject.GetComponent <ItemScript>(); item.Collect(); // Handle item-specific effects switch (item.itemType) { case ItemScript.Type.HealthBoost: healthManager.health = maxHealth; StaticSaverScript.health = maxHealth; ShowMessage("[ITEM ACQUIRED]\n\nHealth restored!", 2.0f); break; case ItemScript.Type.HealthMaxBoost: maxHealth++; healthManager.health = maxHealth; StaticSaverScript.maxHealth = maxHealth; ShowMessage("[ITEM ACQUIRED]\n\nMaximum health increased!", 2.8f); break; case ItemScript.Type.RockbreakerSword: SwordScript sword = swordHitbox.GetComponent <SwordScript>(); sword.power++; sword.knockbackForce += 100.0f; StaticSaverScript.swordPower = sword.power; StaticSaverScript.swordKnockback = sword.knockbackForce; ShowMessage("[ITEM ACQUIRED]\n\nRockbreaker Sword!\n\nMore powerful, and can break weak rocks.", 4.5f); break; case ItemScript.Type.Torch: Transform torch = collision.collider.gameObject.transform.GetChild(0); // Just steal the torch's point light torch.SetParent(transform); torch.localPosition = new Vector3(0.0f, 0.25f, 0.0f); ShowMessage("[ITEM ACQUIRED]\n\nTorch!\n\nSee in the dark.", 2.5f); break; } } }
public void TagRobot(GameObject gRobot_) { bDisabled = false; bBody = gRobot_.GetComponent <BodyScript>(); gGun = gRobot_.GetComponentInChildren <GunScript>(); sSword = gRobot_.GetComponentInChildren <SwordScript>(); //this is super superfulous(f**k spelling lmao) and and probably be made into tags. bBody.sOwner = tag; gGun.sOwner = tag; sSword.sOwner = tag; //like so bBody.tag = tag; gGun.tag = tag; sSword.tag = tag; }
// It's the endgame! (nothing really happens except for the message though) public void Victory() { Debug.Log("Victory!"); ShowMessage("[QUEST COMPLETE]\n\nScourge Defeated!\n\nClear out more ratbeasts, or press ESC to quit.", 7.5f); // Give the player a secret boost in case they want to still fight stuff SwordScript sword = swordHitbox.GetComponent <SwordScript>(); healthManager.health = maxHealth; sword.power++; sword.knockbackForce += 150.0f; StaticSaverScript.health = maxHealth; StaticSaverScript.swordPower = sword.power; StaticSaverScript.swordKnockback = sword.knockbackForce; // They did it. The player finally beat the Scourge. There's no more to see here. (...for now.) }
public static void updateEnemyHP(GameObject enemy, Vector3 transformPosition) { enemy.GetComponent <HPScript>().ChangeHP(SwordScript.getDamage() * -1, enemy.GetComponent <Collider>().ClosestPointOnBounds(transformPosition), "-" + SwordScript.getDamage().ToString()); }
void Start() { sword = GetComponentInParent <SwordScript> (); }
/// <summary> /// Initializes the character script; called from controller /// </summary> /// <param name="targetTag">the tag of the targeted objects</param> /// <param name="energyChanged">the handler for when the energy changes</param> /// <param name="healthBar">the health bar</param> /// <param name="timerBars">the array of timer bars</param> /// <param name="healthMult">the health multiplier</param> public override void Initialize(string targetTag, EnergyChangedHandler energyChanged, Image healthBar, Image[] timerBars, float healthMult = 1) { // Sets fields maxHealth = Constants.WARRIOR_HEALTH; moveSpeed = Constants.WARRIOR_MOVE_SPEED; jumpSpeed = Constants.WARRIOR_JUMP_SPEED; maxEnergy = Constants.WARRIOR_ENERGY; gCDTimer = new Timer(Constants.WARRIOR_GCD); secondaryCDTimer = new Timer(Constants.LIGHTNING_CD); powerCDTimer = new Timer(Constants.LEAP_CD); specialCDTimer = new Timer(Constants.WARRIOR_BOOST_CD); boostTimer = new Timer(Constants.WARRIOR_BOOST_TIME); boostTimer.Register(BoostTimerFinished); swordTransform = sword.transform; swordScript = sword.GetComponent<SwordScript>(); swordScript.Initialize(Constants.SLASH_DAMAGE, targetTag, SlashDamageHandler); swordCollider = sword.GetComponent<Collider2D>(); swordCollider.enabled = false; // Loads sounds mainAbilitySound = GameManager.Instance.GameSounds[Constants.ICE_CAST_SND]; secondaryAbilitySound = GameManager.Instance.GameSounds[Constants.RANGER_SHOOT_SND]; powerAbilitySound = GameManager.Instance.GameSounds[Constants.LEAP_SND]; specialAbilitySound = GameManager.Instance.GameSounds[Constants.WARRIOR_BOOST_SND]; if (timerBars != null) { boostBar = timerBars[0]; } base.Initialize(targetTag, energyChanged, healthBar, timerBars, healthMult); Energy = 0; }
// Update is called once per frame void Update() { //PlayerInfo info = nonPlayerObjects.GetComponent<PlayerInfo>(); flibbityfish += Time.deltaTime; //please keep me as flibbityfish //freezes the game if (Input.GetButton(PAUSE) == true && flibbityfish > 0.3f) { flibbityfish = 0.0f; //i am repurposing flibbityfish because i don't want to use another variable pause = !pause; freezePos = transform.position; //info.setPause(pause); } if (pause) { transform.position = freezePos; } if (!pause) { //UPDATES ALL THE GAMETICKS TIMERS gameTicks += Time.deltaTime; gameTicks2 += Time.deltaTime; thingy += Time.deltaTime; //RIGHT (d) if (Input.GetButton(RIGHT) == true) { //Move you right at the correct speed, accounting for different lengths of frames transform.Translate(Vector2.right * horizSpeed * Time.deltaTime); player.GetComponent <PlayerRotate>().Rotate(DIR_RIGHT); direction = DIR_RIGHT; } //LEFT (a) if (Input.GetButton(LEFT) == true) { transform.Translate(Vector2.left * horizSpeed * Time.deltaTime); player.GetComponent <PlayerRotate>().Rotate(DIR_LEFT); direction = DIR_LEFT; } //SUICIDE (x) if (Input.GetButton(SUICIDE) == true) { kill(); } //UPDATE COOLDOWN TIMERS //0 indicates that the sword is usable. So while the cooldown isn't reloaded, increment it upwards. SwordScript sword = GetComponentInChildren <SwordScript>(); if (hasSword != 0) { hasSword += Time.deltaTime; if (hasSword > swordCooldown) { hasSword = 0; sword.drawn = false; } } //ShotCoolDown indicates that the gun is usable. While the cooldown isn't reloaded, increment. if (hasShot != shotCooldown) { hasShot += Time.deltaTime; if (hasShot > shotCooldown) { hasShot = shotCooldown; } //Update the gun display. gunBarDisplay.GetComponent <GunBarDisplay>().UpdateText(); } //SWORD (Space) if (Input.GetButton(SWORD) == true && hasSword == 0) { //The sword increments upwards from 1 to swordCooldown, then gets set to 0. 0 is usable. hasSword = 1; sword.drawn = true; //Marks the monitor as used didSword = true; } //REDRAW THE SWORD TO ACCOUNT FOR RECENT CHANGES bool drawn = sword.drawn; if (drawn) { sword.swordUp(direction); } else { sword.swordDown(direction); } //SHOOT (L shift) if (Input.GetButton(SHOOT) == true && hasShot == shotCooldown) { //The gun increments from .1 to shotCooldown, then stops. ShotCooldown is usable. hasShot = .1f; //This value will be added to the position on the Y axis so the bullet starts to the side of the player float toAdd = 0; //The amount that the bullet will be rotated on the Z axis (so it's facing the correct direction) float rotation = 0; //The direction the bullet will go in Vector3 force; if (direction == DIR_LEFT) { toAdd = -.5f; rotation = 90; force = Vector3.left; } else //direction is right { toAdd = .5f; rotation = -90; force = Vector3.right; } //Make the bullet face the correct direction, appear on the correct side of the player, and move in the correct direction. Vector3 pos = new Vector3(transform.position.x + toAdd, transform.position.y, transform.position.z); var newBullet = Instantiate(bullet, pos, Quaternion.Euler(0, 0, rotation)); var rbBullet = newBullet.GetComponent <Rigidbody>(); rbBullet.velocity = newBullet.GetComponent <BulletScript>().speed *force; //Marks the monitor as used didShoot = true; } //Tell if there is anything in a sphere shape below the player RaycastHit hitInfo; isGrounded = Physics.SphereCast(rb.position, 0.75f, Vector3.down, out hitInfo, GetComponent <Collider>().bounds.size.y / 2, groundLayers); //If there's something beneath you that you can jump from and you push the JUMP key (w), you jump if (Input.GetButtonDown(JUMP) == true && isGrounded) { rb.AddForce(Vector3.up * jumpSpeed, ForceMode.Impulse); } //FILL_CHARGES (t) if (Input.GetButton(FILL_CHARGES) == true && charges > 0) { charges = GetComponent <TrackMovement>().currLevelCharges(); } //Apply gravity relative to the player's mass rb.AddForce(Vector2.down * gravity * rb.mass); //GET INFORMATION (i) - contains lots of debugs if (Input.GetButton(INFO) == true && thingy > 0.2f) { Debug.Log("isGrounded: " + isGrounded); Debug.Log("inv: " + inv); thingy = 0.0f; } //If you're invincible, toggle invincibility. (KEY: C) //FlibbityFish is there so that the invincibility doesn't toggle super fast when you press and hold a key. if (Input.GetButton(INVINCIBLE) == true && flibbityfish > 0.3f) { inv = !inv; gameObject.GetComponentInParent <PlayerScript>().health = 3; flibbityfish = 0.0f; } //If you've fallen below -25 or your health is 0, you die if (health <= 0 || GetComponent <Transform>().position.y <= -25f) { Debug.Log("Health: " + health); Debug.Log("Position" + GetComponent <Transform>().position.y); Debug.Log("bop bop bop to the top"); instaKill(); } } //press the m button if (Input.GetButton(MUSIC) == true && flibbityfish > 0.3f) { ValueHolder.music = !ValueHolder.music; flibbityfish = 0.0f; } }
/// <summary> /// Raises the collision enter2 d event. /// </summary> /// <param name="coll">Coll.</param> /// Checs all the collisions and changes score of health of player when needed. void OnCollisionEnter2D(Collision2D coll) { string name = coll.gameObject.name; if (name.Contains("GemPrefab")) { this.ChangeScore(20); GameObject.Destroy(coll.collider.gameObject); } if (name.Contains("SpikebushPrefab")) { this.ChangeHealth(-50); } if (name.Contains("EnemyPrefab")) { this.ChangeHealth(-10); } if (name.Equals("sword")) { GameObject.Destroy(coll.collider.gameObject); SwordScript sword = new SwordScript(); this.inventory.AddItemToInventory(sword); Debug.Log(slotOne); this.slotOne.SetActive(true); } if (name.Contains("CupPrefab")) { GameObject.Destroy(coll.collider.gameObject); this.inventory.AddItemToInventory(cup); this.ChangeScore(100); this.slotTwo.SetActive(true); } if (name.Contains("KeyPrefab")) { GameObject.Destroy(coll.collider.gameObject); this.inventory.AddItemToInventory(key); this.slotThree.SetActive(true); this.ChangeScore(50); this.hasKey = true; } if (name.Equals("book")) { GameObject.Destroy(coll.collider.gameObject); this.inventory.AddItemToInventory(book); this.slotFour.SetActive(true); } if (name.Equals("Home")) { this.needChangeLevel = true; } if (name.Contains("LockPrefab") && this.hasKey) { GameObject.Destroy(coll.collider.gameObject); } if (name.Contains("MushroomPrefab")) { this.ChangeHealth(20); this.ChangeScore(5); GameObject.Destroy(coll.collider.gameObject); } if (name.Contains("Fireball")) { this.ChangeHealth(-20); } }
void Start() { Speed = 50; totalHealth = 100; Health = totalHealth; exp = 0; skillpoints = 0; level = 1; expToGet = 100; distGround = collider.bounds.extents.y; Screen.lockCursor = true; Moving = false; CanAttack = false; sword = GameObject.Find("sword"); shield = GameObject.Find("shield"); unit = GameObject.Find("player"); rightF = GameObject.Find("feetR"); leftF = GameObject.Find("feetL"); slashHash = Animator.StringToHash("slash"); block = Animator.StringToHash("block"); animSW = sword.GetComponent<Animator>(); animSH = shield.GetComponent<Animator>(); animPL = unit.GetComponent<Animator>(); animFL = leftF.GetComponent<Animator>(); animFR = rightF.GetComponent<Animator>(); CS = GetComponent<GUIScript>(); SW = sword.GetComponent<SwordScript>(); parti = GetComponentInChildren<ParticleSystem>(); SRender = sword.GetComponent<MeshFilter>(); }
protected override void ClassStart() { sword = GetComponentInChildren <SwordScript>(true); sword.gameObject.SetActive(false); }
void Start() { polyCol = GetComponent <PolygonCollider2D>(); sword = GetComponentInChildren <SwordScript>(); }