void Awake() { fireMech = GetComponent <FireMechanism>(); ammoSys = GetComponent <AmmoSystem>(); drawRelease = GetComponent <DrawReleaseScript>(); reloadable = GetComponent <IReloadable>(); }
void Awake() { fireMech = GetComponent <FireMechanism>(); ammoSys = GetComponent <AmmoSystem>(); recoil = GetComponent <RecoilBase>(); scopeStatus = GetComponent <IScopeStatus>(); scope = GetComponent <ScopeBase>(); reloadable = GetComponent <IReloadable>(); }
// Use this for initialization private void Start() { text = GetComponent <Text>(); inputhandler = FindObjectOfType <InputHandler>(); overheating = FindObjectOfType <OverHeating>(); ammosystem = FindObjectOfType <AmmoSystem>(); manager = FindObjectOfType <EnemyManager>(); timer = FindObjectOfType <Timer>(); player = FindObjectOfType <Player>(); sound = FindObjectOfType <SoundManager>(); RenderSettings.skybox.SetFloat("_Rotation", 0); }
// Use this for initialization private void Start() { for (int i = 0; i < Enum.GetNames(typeof(UIPanel)).Length; ++i) { UILIST[i].SetActive(false); uilist[i] = UILIST[i]; } inputhandler = FindObjectOfType <InputHandler>(); overheating = FindObjectOfType <OverHeating>(); ammosystem = FindObjectOfType <AmmoSystem>(); manager = FindObjectOfType <EnemyManager>(); timer = FindObjectOfType <Timer>(); BlurEffect = Camera.main.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); BlurEffect.enabled = false; }
/*public List<Bullet> Bullets * { * get * { * return bullets; * } * }*/ public Player(ChopperBase basicChopper, Vector2 position) { /*hitRadius = sprite.Texture.Width; * * if (hitRadius < sprite.Texture.Height) * { * hitRadius = sprite.Texture.Height; * } * hitRadius /= 2;*/ //this.sprite = sprite; /*chopperBase = ChopperList.GetChopper(0); * chopperBase.SnapCenter(position);*/ chopperBase = basicChopper; chopperBase.SnapCenter(position); //bullets = new List<Bullet>(); //this.weaponSystem = weaponSystem; alive = true; deathTimer = new Timer(3); landTimer = new Timer(2); fuelSystem = new FuelSystem(1000000, 1000000); ammoSystem = new AmmoSystem(1000, 1000); healthSystem = new HealthSystem(2000, 2000); effects = new List <EffectManager>(); /*fuelSystem = new FuelSystem(10000, 10000); * ammoSystem = new AmmoSystem(10, 10);*/ }