// Update is called once per frame void Start() { player = gameObject.GetComponent <UnarmedCharacter>(); animator = gameObject.GetComponent <Animator>(); //weapon = player.Weapon; health = player.MaxHealth; }
public void Buy() { UnarmedCharacter player = ShopManager.GetPlayer(); if (Quantity > 0) { if (player.Coins >= item.Price) { if (Inventory.instance.items.Count < Inventory.instance.space) { item.Buy(); Quantity--; player.Coins -= item.Price; Quantity_txt.text = Quantity.ToString(); } else { pop_up.text = "Sadly, your inventory is full :("; } } else { pop_up.text = "YOU DON'T HAVE ENOUGH COINS!!!"; } } else { pop_up.text = "Sorry we don't have this item anymore :')"; } }
private void OnCollisionEnter(Collision col) { if (col.gameObject.CompareTag("Player")) { ally = col.gameObject.GetComponent <UnarmedCharacter>(); } }
private void Start() { player = GameObject.FindWithTag("Player").GetComponentInChildren <UnarmedCharacter>(); ShopBox.SetActive(false); sentences = new Queue <string>(); NoButton.interactable = false; YesButton.interactable = false; }
// Start is called before the first frame update void Start() { player = ThePlayer.GetComponent <UnarmedCharacter>(); animator = ThePlayer.GetComponent <Animator>(); image.fillAmount = 0; _castSpell = ThePlayer.GetComponent <CastSpell>(); spellNb = animator.GetInteger("Spell"); }
private void Start() { if (!photonView.IsMine) { enabled = false; } player = gameObject.GetComponent <UnarmedCharacter>(); }
private void OnCollisionEnter(Collision col) { if (col.gameObject.CompareTag("Player")) { Debug.Log("AAAAHHHHHHHHHHHHH"); player = col.gameObject.GetComponent <UnarmedCharacter>(); player.damagePower += 15; } }
private void OnCollisionEnter(Collision col) { if (col.gameObject.CompareTag("Player")) { Debug.Log("Ninja-man"); player = col.gameObject.GetComponent <UnarmedCharacter>(); animator = col.gameObject.GetComponent <Animator>(); player.attackCooldown -= 0.4f; player.celerity += 0.4f; } }
// Update is called once per frame void Update() { if (ally != null && duration > 0) { duration -= 0.5f; ally.mana += 3; } else { duration = 5; ally = null; } }
public void Savejson(UnarmedCharacter player, int saveslot = 0) { var res = JsonUtility.ToJson(player); Debug.Log(res); var path = "/save" + saveslot.ToString(); if (File.Exists(path)) { throw new NotImplementedException(); } using (var sw = new StreamWriter(path)) { sw.Write(res); Debug.Log(""); sw.Close(); } }
// Start is called before the first frame update void Awake() { Random rnd = new Random(); inventory = Inventory.instance; player = GameObject.FindWithTag("Player").GetComponentInChildren <UnarmedCharacter>(); slots = GetComponentsInChildren <ShopSlot>(); //Consumable tmpCons = GetCons(); int tmpQuanti = rnd.Next(10); //slots[0].AddItem(tmpCons,tmpQuanti); int tmpCons = rnd.Next(ConsumableList.ListConsumables.Length); Consumable SellCons = ConsumableList.ListConsumables[tmpCons]; slots[0].AddItem(SellCons, tmpQuanti); //tmpCons = GetCons(); tmpQuanti = rnd.Next(10); //slots[1].AddItem(tmpCons,tmpQuanti); tmpCons = rnd.Next(ConsumableList.ListConsumables.Length); SellCons = ConsumableList.ListConsumables[tmpCons]; slots[1].AddItem(SellCons, tmpQuanti); //tmpCons = GetCons(); tmpQuanti = rnd.Next(10); //slots[2].AddItem(tmpCons,tmpQuanti); tmpCons = rnd.Next(ConsumableList.ListConsumables.Length); SellCons = ConsumableList.ListConsumables[tmpCons]; slots[2].AddItem(SellCons, tmpQuanti); //tmpCons = GetCons(); tmpQuanti = rnd.Next(10); //slots[3].AddItem(tmpCons,tmpQuanti); tmpCons = rnd.Next(ConsumableList.ListConsumables.Length); SellCons = ConsumableList.ListConsumables[tmpCons]; slots[3].AddItem(SellCons, tmpQuanti); Equipment eq = GetEq(); slots[4].AddItem(eq, 1); }
public void save(UnarmedCharacter player, int slot) { var damagePower = player.damagePower; var armorPower = player.armorPower; var healt = player.health; var mana = player.mana; var status = (int)player.status; var inventory = player.inventoryUI.GetComponent <InventoryUI>().inventory; var items = inventory.items; for (int i = 0; i < items.Count; i++) { int type; int eqslot; int pos; if (items[i] is Equipment) { var eq = (Equipment)items[i]; type = (int)eq.weapontype; eqslot = (int)eq.equipSlot; } } }
private void Start() { player = gameObject.GetComponent <UnarmedCharacter>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = animator.GetComponent <UnarmedCharacter>(); animator.SetBool("AnimCanAttack", true); }
// Start is called before the first frame update void Start() { player = ThePlayer.GetComponent <UnarmedCharacter>(); animator = ThePlayer.GetComponent <Animator>(); image.fillAmount = 0; }
/*public void SetIsHiting(bool isHiting) * { * this.isHiting=isHiting; * }*/ private void Start() { animator = gameObject.GetComponentInParent <UnarmedCharacter>().gameObject.GetComponent <Animator>(); player = gameObject.GetComponentInParent <UnarmedCharacter>(); }
void Start() { player = gameObject.GetComponent <UnarmedCharacter>(); animator = gameObject.GetComponent <Animator>(); }
private void Start() { player = GameObject.FindWithTag("Player").GetComponentInChildren <UnarmedCharacter>(); //allImage = new Sprite[Enum.GetNames(typeof(Status)).Length]; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = animator.GetComponent <UnarmedCharacter>(); }