void Start()
    {
        transform.LookAt(PlayerShip.transform.position);


        playerShipTarget = PlayerShip.GetComponent <Transform> ();

        playerAccuracy = PlayerPrefs.GetFloat("GUNNER") + 50f;

        deflectorDamage = PlayerPrefs.GetFloat("DEFLECTORS");

        levelmanager = LevelManager.FindObjectOfType <LevelManager>();

        battlecontroller = BattleControllerTurnBasedMultipleScript.FindObjectOfType <BattleControllerTurnBasedMultipleScript>();

        playerController = PlayerAttackScriptMultipleEnemies.FindObjectOfType <PlayerAttackScriptMultipleEnemies>();

        xp = XP.FindObjectOfType <XP> ();
    }
Esempio n. 2
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    void Start()
    {
        singleFight  = SingleFightScriptPlace.FindObjectOfType <SingleFightScriptPlace> ();
        playerhealth = PlayerHealth.FindObjectOfType <PlayerHealth> ();

        playerController = RTSBattleController.FindObjectOfType <RTSBattleController> ();
        battleController = BattleControllerTurnBased.FindObjectOfType <BattleControllerTurnBased> ();

        if (singleFight == null)
        {
            playerController2 = PlayerAttackScriptMultipleEnemies.FindObjectOfType <PlayerAttackScriptMultipleEnemies> ();

            battleController2 = BattleControllerTurnBasedMultipleScript.FindObjectOfType <BattleControllerTurnBasedMultipleScript> ();
        }



        /*repair.SetActive (false);
         * shield.SetActive (true);
         * attackPoints.SetActive (false);
         * weaponBoost.SetActive (false);
         */
        CheckIfAnyActive();
    }
    void Start()
    {
        //---------------------!!!!!!!!!!!!!!!!!!!!! FOR TESTING ONLY!!!!!!!!!!!!!!!!!!!--------------------------



        //PlayerPrefs.SetFloat ("EVADEBOOSTER_SKILL", 1f);
        //evadeOn = true;
        //PlayerPrefs.SetFloat("REPAIR_SKILL", 1f);
        //GoingToShipAfterBattleScript.doneFight = true;



        //---------------------!!!!!!!!!!!!!!!!!!!!! END TESTING !!!!!!!!!!!!!!!!!!!--------------------------

        evadeOn = false;

        aimingReticle.speed = 1 - (PlayerPrefs.GetInt("GUNNER_LVL") * .02f);

        glassCrack.enabled = false;
        frost.FrostAmount  = 0f;
        if (PlayerHealth.playerHealth <= 20)
        {
            Debug.Log("playerhealth is less than twenty...apparently");
            frost.enabled      = true;
            glassCrack.enabled = true;
            frost.FrostAmount  = .26f;

            Debug.Log("frost enabled = " + frost.enabled);
        }


        playerAnimator       = GetComponent <Animator> ();
        diplomacy            = DiplomacyScript.FindObjectOfType <DiplomacyScript> ();
        diplomacyUsed        = false;
        shieldOn             = false;
        evade                = PlayerPrefs.GetFloat("EVADE");
        shieldBar.fillAmount = 0;

        //resistance = GameObject.FindWithTag("RESISTANCEBATTLE")as GameObject;
        //silverhawk = GameObject.FindWithTag("SILVERHAWKBATTLE")as GameObject;
        if (Character.isSilverhawk)
        {
            silverhawk.SetActive(true);
            resistance.SetActive(false);
        }
        if (!Character.isSilverhawk)
        {
            silverhawk.SetActive(false);
            resistance.SetActive(true);
        }

        var aSource = GetComponents <AudioSource>();

        shield1        = aSource [0];
        shield2        = aSource [1];
        repair1        = aSource [2];
        repair2        = aSource [3];
        okIllGetToIt   = aSource [4];
        shieldOnAudio  = aSource [5];
        shieldOffAudio = aSource [6];
        evadeAudio     = aSource [7];

        //GameObject enemyParent = GameObject.Find("EnemyList");
        //enemyShip = enemyParent.transform.GetChild(0).gameObject;
        //enemyShipSmallGrayDefault = enemyParent.transform.GetChild(0).gameObject;
        battlecontroller = BattleControllerTurnBasedMultipleScript.FindObjectOfType <BattleControllerTurnBasedMultipleScript>();
        playerhealth     = PlayerHealth.FindObjectOfType <PlayerHealth>();
        shield.SetActive(false);
        playerhealth.UpdateDisplay();
        levelmanager = LevelManager.FindObjectOfType <LevelManager>();
        Text attackpoints = GetComponent <Text>();

        if (Character.isSilverhawk)
        {
            silverhawk.SetActive(true);
            resistance.SetActive(false);
        }
        if (Character.isSilverhawk == false)
        {
            silverhawk.SetActive(false);
            resistance.SetActive(true);
        }
        AttackPoints.fillAmount = 1f;

        //attackpoints.text= "100";
    }