private void Awake() { anim = GetComponent <CharacterAnimations>(); agent = GetComponent <NavMeshAgent>(); audioSource = GetComponent <AudioSource>(); targetPos = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform; healthController = GetComponent <UniversalHealthController>(); gameplayManager = FindObjectOfType <GameplayManager>(); }
private void Start() { enemies = GameObject.FindGameObjectsWithTag("FinalEnemy"); foreach (var enemy in enemies) { healthController = enemy.gameObject.GetComponent <UniversalHealthController>(); } enemyCount = 4; Debug.Log(enemyCount); }
// getting values for position and rotation private void Awake() { thisCharacterPosition_X = PlayerPrefs.GetFloat("myPositionX"); thisCharacterPosition_Y = PlayerPrefs.GetFloat("mypositionY"); thisCharacterPosition_Z = PlayerPrefs.GetFloat("myPositionZ"); thisCharacterRotation_X = PlayerPrefs.GetFloat("myRotationX"); thisCharacterRotation_Y = PlayerPrefs.GetFloat("myRotationY"); thisCharacterRotation_Z = PlayerPrefs.GetFloat("myRotationZ"); healthController = GetComponent <UniversalHealthController>(); }
void Awake() { movement = GetComponent <CharacterMovement>(); blocking = GetComponent <PlayerBlocking>(); attackAnim = GetComponent <CharacterAnimations>(); healthController = FindObjectOfType <UniversalHealthController>(); animator = GetComponent <Animator>(); effectController = SpecialEffectController.instance; #region Mobile Buttons // attackButton = GameObject.Find("Attack Button").GetComponent<Button>(); // kickButton = GameObject.Find("Kick Button ").GetComponent<Button>(); // specialAttack_Button = GameObject.Find("Special Attack Button").GetComponent<Button>(); //// buttonColor = GameObject.Find("Special Attack Button").GetComponent<Button>().colors; #endregion }
private void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; player = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform; playerMovement = player.GetComponent <CharacterMovement>(); healthController = player.GetComponent <UniversalHealthController>(); // this makes sure that we inform game manager that we are in gameplay scene // so we can enable and disable pause menu GameManager.instance.gameState = GameState.RUNNING; missionUI = MissionManagerUI.instance; restartBtn.onClick.AddListener(() => RestartGameOnCheckPoint()); quitBtn.onClick.AddListener(() => QuitToMainMenu()); }
private void Shoot() { agent.isStopped = true; anim.Walk(false); Ray shootRay = new Ray(firePoint.position, firePoint.forward); RaycastHit infoHit; agent.transform.LookAt(targetPos.position); Debug.DrawRay(firePoint.position, firePoint.forward * 100f, Color.blue, 2f); currentShootTimer += Time.deltaTime; float randomFireRate = Random.Range(2f, 4f); if (currentShootTimer > randomFireRate + 1) { currentShootTimer = 0f; Invoke("PlayShootAnim", 0.3f); var plasmaMuzzle = Instantiate(muzzleEffect, muzzlePoint.position, Quaternion.identity); if (Physics.Raycast(shootRay, out infoHit, 100f)) { //Debug.Log("Enemy Shot " + infoHit.collider.name); if (infoHit.collider.gameObject.CompareTag(Tags.PLAYER)) { UniversalHealthController enemyhealth = infoHit.collider.gameObject.GetComponent <UniversalHealthController>(); if (enemyhealth != null) { enemyhealth.ApplyDamage(shootDamage); } } } } if (Vector3.Distance(transform.position, targetPos.position) > shootRadius) { enemyAttack = EnemyAttack.CHASE; } }
public PlayerData(UniversalHealthController player) { if (player.isPlayer) { health = player.health; // storring player position in float array // returning this values after saving in universal health controller because it has all values that // we need to store position = new float[3]; position[0] = player.transform.position.x; position[1] = player.transform.position.y; position[2] = player.transform.position.z; } }
public void StartShooting() { _defaultTimer += Time.deltaTime; if (_defaultTimer >= fireRate && startShootingAfterWaring == true) { _defaultTimer = 0f; var effect = Instantiate(shootFx, shootPoint.position, Quaternion.identity); effect.transform.SetParent(transform); _audioSource.clip = shootClip; _audioSource.Play(); Vector3 shootDir = _target.position - transform.position + Vector3.up; Ray ray = new Ray(transform.position, shootDir); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (hit.transform.tag == "Player") { UniversalHealthController playerHealth = hit.transform.gameObject.GetComponent <UniversalHealthController>(); if (playerHealth != null) { if (playerHealth.isPlayer) { playerHealth.ApplyDamage(_damage); } if (playerHealth.health <= 0) { _audioSource.Stop(); enabled = false; startShootingAfterWaring = false; } } // Debug.Log("player's health :" + playerHealth.health); } } } }
private void FireGun() { Debug.DrawRay(_firePoint.position, _firePoint.forward * 100, Color.red, 2f); Ray ray = new Ray(_firePoint.position, _firePoint.forward); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 100f)) { UniversalHealthController enemyHealth = hitInfo.collider.GetComponent <UniversalHealthController>(); if (enemyHealth != null) { if (enemyHealth.isEnemy) { enemyHealth.ApplyDamage(_damage); Debug.Log("enemy's health :" + enemyHealth.health + hitInfo.collider.gameObject.name); } } } }
// save system is storred forever of this game becuase it is static public static void SavePlayer(UniversalHealthController player) { Debug.Log("Saving..."); BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.dat"; FileStream file = new FileStream(path, FileMode.Create); try { PlayerData data = new PlayerData(player); formatter.Serialize(file, data); } catch (SerializationException e) { Debug.LogError("There was an issue serializing this data" + e.Message); } finally { file.Close(); } }
private void Awake() { gameplayManager = FindObjectOfType <GameplayManager>(); healthController = GameObject.FindGameObjectWithTag(Tags.PLAYER).GetComponent <UniversalHealthController>(); gameManager = FindObjectOfType <GameManager>(); }
private void Awake() { character = FindObjectOfType <CharacterAttackController>(); healthController = GameObject.FindGameObjectWithTag(Tags.ENEMY).GetComponent <UniversalHealthController>(); animations = GameObject.FindGameObjectWithTag(Tags.ENEMY).GetComponent <CharacterAnimations>(); }