// Camera mainCamera; // Start is called before the first frame update void Start() { GameObject player = GameObject.Find("player"); info = player.GetComponent <playerControls>(); // mainCamera = Camera.main; Transform textObj = transform.Find("Points"); score = textObj.GetComponent <Text>(); Transform repImg = transform.Find("Repel"); RawImage repelraw = repImg.GetComponent <RawImage>(); repel = repelraw.GetComponent <RectTransform>(); fullSizeRep = repel.sizeDelta.x; repel.sizeDelta = new Vector2(0, repel.sizeDelta.y); Transform capImg = transform.Find("Capacity"); RawImage capacityraw = capImg.GetComponent <RawImage>(); capacity = capacityraw.GetComponent <RectTransform>(); fullSizeCap = capacity.sizeDelta.x; capacity.sizeDelta = new Vector2(0, capacity.sizeDelta.y); Transform endBack = transform.Find("endingBack"); RawImage endBackImg = endBack.GetComponent <RawImage>(); endBackImg.enabled = false; currentHighest = info.points; score.text = "Highest Scorer: " + highestScorer + "\t\t" + "Highest Score: " + currentHighest + "\t\t" + "Your Score: " + info.points; }
// Use this for initialization void Awake() { player = GetComponent <playerControls>(); width = GetComponent <BoxCollider2D>().bounds.extents.x - 0.01f; height = GetComponent <BoxCollider2D>().bounds.extents.y + 0.02f; }
public void ConfirmStats(playerControls player) { player.creatingCharacter = false; for (int i = 0; i < stat1; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(1); } for (int i = 0; i < stat2; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(2); } for (int i = 0; i < stat3; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(3); } for (int i = 0; i < stat4; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(4); } for (int i = 0; i < stat5; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(5); } for (int i = 0; i < stat6; i++) //for all the points we put into this stat, do this and repeat for 2 to 6 { player.RaiseStat(6); } }
// Use this for initialization void Start() { cHealth = fullHealth; controlMovement = GetComponent <playerControls>(); //HUD healthBar.maxValue = fullHealth; healthBar.value = fullHealth; damaged = false; }
void OnTriggerEnter(Collider other) { if (other.transform.tag == customTags.Bullet || other.transform.tag == customTags.Enemies) { return; } if (other.transform.tag == customTags.Player) { devLog.WriteConsole(customStrings.hitPlayer); playerControls player = other.GetComponent <playerControls>(); player.applyDamage(gm.enemyDamage); } selfDestruct(); }
public void Move(playerControls action) { switch (action) { case playerControls.Up: if (this.center.Y <= 0) { break; } base.center = new Point(center.X, center.Y - 6); base.hitbox.Y = center.Y; break; case playerControls.Down: if (this.center.Y >= Screen.PrimaryScreen.WorkingArea.Bottom) { break; } base.center = new Point(center.X, center.Y + 6); base.hitbox.Y = center.Y; break; case playerControls.Left: if (this.center.X <= 0) { break; } base.center = new Point(center.X - 6, center.Y); base.hitbox.X = center.X; break; case playerControls.Right: if (this.center.X >= Screen.PrimaryScreen.WorkingArea.Right - this.width) { break; } base.center = new Point(center.X + 6, center.Y); base.hitbox.X = center.X; break; } }
// Start is called before the first frame update void Start() { GameObject ground = GameObject.Find("ground"); tileSet groundtiles = ground.GetComponent <tileSet>(); total = groundtiles.total; GameObject foliage = GameObject.Find("foliage"); fscript = foliage.GetComponent <flowerSet>(); flowerRef = foliage.GetComponent <Tilemap>(); GameObject canvas = GameObject.Find("Canvas"); scoreB = canvas.GetComponent <scoreboard>(); player = GameObject.Find("player"); pInfo = player.GetComponent <playerControls>(); gauges = new int[children]; scores = new int[children]; for (int i = 0; i < children; i++) { Instantiate(enemies, transform); gauges[i] = 0; scores[i] = 0; } startPosX = fscript.startX + 2.5f; startPosY = fscript.startY + 2.5f; for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); child.transform.position = new Vector3(startPosX, startPosY, -1); } }
private void Awake() { player = GetComponent <playerControls>(); inputActions = new PlayerInputActions(); }
private void Start() { player = FindObjectOfType <playerControls>(); }
void Start() { body = GetComponent <Rigidbody>(); currentHealth = maxHealth; instance = this; }
public static void KillPlayer(playerControls player) { Destroy(player.gameObject); }
// Start is called before the first frame update void Start() { Tilemap map = GetComponent <Tilemap>(); range = 100; GameObject ground = GameObject.Find("ground"); tileSet groundtiles = ground.GetComponent <tileSet>(); total = groundtiles.total; player = GameObject.Find("player"); pInfo = player.GetComponent <playerControls>(); small = new Tile[5] { sFlower1, sFlower2, sFlower3, mushroom, sRock }; big = new Tile[5] { bFlower1, bFlower2, bFlower3, sBush, bRock }; unuseable = new Tile[4] { unuseS, unusebigR, unusebigP, unusebigL }; availablegrid = new int[groundtiles.total, groundtiles.total]; flowerTiles = new int[groundtiles.total, groundtiles.total]; for (int y = 0; y < groundtiles.total; y++) { for (int x = 0; x < groundtiles.total; x++) { availablegrid[y, x] = 1; flowerTiles[y, x] = 0; } } startX = Random.Range((groundtiles.total / 4), (groundtiles.total / 4) * 3); startY = Random.Range((groundtiles.total / 4), (groundtiles.total / 2)); bool hivePlaced = false; while (!hivePlaced) { if (groundtiles.grid[startY, startX] == 1 && groundtiles.grid[startY, startX + 1] == 1 && groundtiles.grid[startY, startX + 2] == 1 && groundtiles.grid[startY, startX + 3] == 1 && groundtiles.grid[startY, startX + 4] == 1 && groundtiles.grid[startY + 1, startX] == 1 && groundtiles.grid[startY + 1, startX + 1] == 1 && groundtiles.grid[startY + 1, startX + 2] == 1 && groundtiles.grid[startY + 1, startX + 3] == 1 && groundtiles.grid[startY + 1, startX + 4] == 1 && groundtiles.grid[startY + 2, startX] == 1 && groundtiles.grid[startY + 2, startX + 1] == 1 && groundtiles.grid[startY + 2, startX + 2] == 1 && groundtiles.grid[startY + 2, startX + 3] == 1 && groundtiles.grid[startY + 2, startX + 4] == 1 && groundtiles.grid[startY + 3, startX] == 1 && groundtiles.grid[startY + 3, startX + 1] == 1 && groundtiles.grid[startY + 3, startX + 2] == 1 && groundtiles.grid[startY + 3, startX + 3] == 1 && groundtiles.grid[startY + 3, startX + 4] == 1 && groundtiles.grid[startY + 4, startX] == 1 && groundtiles.grid[startY + 4, startX + 1] == 1 && groundtiles.grid[startY + 4, startX + 2] == 1 && groundtiles.grid[startY + 4, startX + 3] == 1 && groundtiles.grid[startY + 4, startX + 4] == 1) { for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { availablegrid[startY + y, startX + x] = 0; } } map.SetTile(new Vector3Int(startX, startY, 0), hive); hivePlaced = true; } else if (startX < groundtiles.total - 3) { startX += 1; } else { startX = 0; startY += 1; } } for (int i = 0; i < children; i++) { Instantiate(worm, transform); } for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); int x = Random.Range(0, (groundtiles.total / 4) * 3); int y = Random.Range(0, (groundtiles.total / 4) * 3); bool childPlaced = false; while (!childPlaced) { if (y - 1 >= 0 && x - 1 >= 0 && y + 1 < groundtiles.total && x + 1 < groundtiles.total && groundtiles.grid[y, x] == 1 && availablegrid[y, x] == 1) { child.localPosition = new Vector3Int(x, y, 0); availablegrid[y, x] = 0; availablegrid[y - 1, x + 1] = 0; availablegrid[y + 1, x - 1] = 0; availablegrid[y - 1, x - 1] = 0; availablegrid[y + 1, x + 1] = 0; childPlaced = true; } else if (x < groundtiles.total) { x += 1; } else { x = 0; y += 1; } } } Debug.Log(startX); Debug.Log(startY); for (int y = 0; y < groundtiles.total; y++) { for (int x = 0; x < groundtiles.total; x++) { if (availablegrid[y, x] == 1) { int choice = Random.Range(0, range); if ((y + 1 < groundtiles.total && availablegrid[y + 1, x] == 1 && x + 1 < groundtiles.total && availablegrid[y, x + 1] == 1 && availablegrid[y + 1, x + 1] == 1) && ((choice < 30 && groundtiles.grid[y, x] == 0 && groundtiles.grid[y + 1, x] == 0 && groundtiles.grid[y, x + 1] == 0 && groundtiles.grid[y + 1, x + 1] == 0) || (choice < 10 && groundtiles.grid[y, x] == 1 && groundtiles.grid[y + 1, x] == 1 && groundtiles.grid[y, x + 1] == 1 && groundtiles.grid[y + 1, x + 1] == 1))) { int which; if (choice >= 1 && groundtiles.grid[y, x] == 1 && groundtiles.grid[y + 1, x] == 1 && groundtiles.grid[y, x + 1] == 1 && groundtiles.grid[y + 1, x + 1] == 1) { which = Random.Range(3, 5); map.SetTile(new Vector3Int(x, y, 0), big[which]); } else { which = Random.Range(0, 3); map.SetTile(new Vector3Int(x, y, 0), big[which]); } for (int plusy = 0; plusy < 2; plusy++) { for (int plusx = 0; plusx < 2; plusx++) { availablegrid[y + plusy, x + plusx] = 0; if (which >= 0 && which < 3) { flowerTiles[y, x] = 1; flowerNumbers += 1; } } } } else if ((groundtiles.grid[y, x] == 0 && choice < 80) || (groundtiles.grid[y, x] == 1 && choice < 15)) { if (choice >= 4 && groundtiles.grid[y, x] == 1) { map.SetTile(new Vector3Int(x, y, 0), small[Random.Range(3, 5)]); } else { map.SetTile(new Vector3Int(x, y, 0), small[Random.Range(0, 3)]); flowerTiles[y, x] = 1; flowerNumbers += 1; } availablegrid[y, x] = 0; } else if ((groundtiles.grid[y, x] == 1 && y + 1 < groundtiles.total && groundtiles.grid[y + 1, x] == 1 && availablegrid[y + 1, x] == 1 && y + 2 < groundtiles.total && groundtiles.grid[y + 2, x] == 1 && availablegrid[y + 2, x] == 1 && x + 1 < groundtiles.total && groundtiles.grid[y, x + 1] == 1 && availablegrid[y, x + 1] == 1 && groundtiles.grid[y + 1, x + 1] == 1 && availablegrid[y + 1, x + 1] == 1 && groundtiles.grid[y + 2, x + 1] == 1 && availablegrid[y + 2, x + 1] == 1 && x + 2 < groundtiles.total && groundtiles.grid[y, x + 2] == 1 && availablegrid[y, x + 2] == 1 && groundtiles.grid[y + 1, x + 2] == 1 && availablegrid[y + 1, x + 2] == 1 && groundtiles.grid[y + 2, x + 2] == 1 && availablegrid[y + 2, x + 2] == 1) && choice >= 50 && choice < 55) { int whichBig = Random.Range(0, 3); if (whichBig == 0) { map.SetTile(new Vector3Int(x, y, 0), bBush); for (int plusy = 0; plusy < 3; plusy++) { for (int plusx = 0; plusx < 3; plusx++) { availablegrid[y + plusy, x + plusx] = 0; } } } else if (whichBig == 1) { map.SetTile(new Vector3Int(x, y, 0), wide); for (int plusy = 0; plusy < 2; plusy++) { for (int plusx = 0; plusx < 3; plusx++) { availablegrid[y + plusy, x + plusx] = 0; } } } else { map.SetTile(new Vector3Int(x, y, 0), tall); for (int plusy = 0; plusy < 3; plusy++) { for (int plusx = 0; plusx < 2; plusx++) { availablegrid[y + plusy, x + plusx] = 0; } } } } } } } for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); int x = (int)child.transform.position.x; int y = (int)child.transform.position.y; availablegrid[y - 1, x + 1] = 1; availablegrid[y + 1, x - 1] = 1; availablegrid[y - 1, x - 1] = 1; availablegrid[y + 1, x + 1] = 1; } }
//Get input code private void Awake() { playerCont = gameObject.GetComponent <playerControls>(); }
// Start is called before the first frame update void Start() { placon = GetComponent <playerControls>(); }