//====================================== void Awake() { // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); // Sprite Animator otherAnimator = bluePlayerController.spriteObject.GetComponent <Animator>(); }
//====================================== // Start is called before the first frame update void Start() { // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); // Camera to Draw From mainCamera = FindObjectOfType <Camera>(); }
/// void Awake() // INITIALIZE VARIABLES { bluePlayer = GameObject.FindGameObjectWithTag("Blue_Player").GetComponent <BluePlayerController>(); blueGun = GameObject.FindGameObjectWithTag("Blue_Gun").GetComponent <BlueGunController>(); instance = this.gameObject; warpColor = warpLight.color; }
// Start is called before the first frame update void Start() // Create Step { currentHealth = startingHealth; // Store Color to return to from Flash White rend = GetComponent <Renderer>(); storedColor = rend.material.GetColor("_Color"); // Store Self ID - used with KnockBack playerController = FindObjectOfType <BluePlayerController>(); }
//====================================== void OnEnable() { //Debug.Log("Running_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); //Move Player myRigidbody = GetComponent <Rigidbody>(); // Enable Firing GetComponent <BlueFiringPrimary>().enabled = true; }
//====================================== // Start is called before the first frame update (Create Event?) void Start() { altFire = false; canShoot = true; // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); sfx_AudioSource = GetComponent <AudioSource>(); // Audio Sources }
//====================================== void OnEnable() { Debug.Log("DAMAGED_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); // Disable Firing GetComponent <BlueFiringPrimary>().enabled = false; // Move when Knocked Back myRigidbody = GetComponent <Rigidbody>(); mainCamera = FindObjectOfType <Camera>(); }
//====================================== void OnEnable() { //Debug.Log("Idle_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); // Move Player myRigidbody = GetComponent <Rigidbody>(); myRigidbody.velocity = Vector3.zero; // Stop Movement // Enable Firing GetComponent <BlueFiringPrimary>().enabled = true; }
//====================================== void OnEnable() { Debug.Log("DAMAGED_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); // Disable Firing GetComponent <BlueFiringPrimary>().enabled = false; // Move when Knocked Back myRigidbody = GetComponent <Rigidbody>(); mainCamera = FindObjectOfType <Camera>(); // Play DMG SFX AudioSource.PlayClipAtPoint(damagedSFX, transform.position); }
//====================================== void OnEnable() { // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); bluePlayerController.canShoot = false; // Disable Firing Script // Gun Controller blueGunController = GameObject.FindGameObjectWithTag("Blue_Gun").GetComponent <BlueGunController>(); blueGunController.isFiringLaser = false; // Move Player myRigidbody = GetComponent <Rigidbody>(); myRigidbody.velocity = Vector3.zero; // Stop Movement // Disable Firing GetComponent <BlueFiringPrimary>().enabled = false; }
private float counterToIdle = .25f; //////// NEED TO MATCH //====================================== void OnEnable() { Debug.Log("ROLL_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); bluePlayerController.canBeDamaged = false; // Disable Collider (INVULNERABILITY) //GetComponent<CapsuleCollider>().enabled = false; Physics.IgnoreLayerCollision(9, 21); Physics.IgnoreLayerCollision(9, 20); // Disable Firing GetComponent <BlueFiringPrimary>().enabled = false; // Move when Knocked Back myRigidbody = GetComponent <Rigidbody>(); // Play DMG SFX AudioSource.PlayClipAtPoint(blueRollSFX, transform.position); }
//====================================== void OnEnable() { Debug.Log("WARP_State"); // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); bluePlayerController.canShoot = false; // Disable Firing Script // Gun Controller //blueGunController = GetComponent<BlueGunController>(); // NOT NEEDED AS IT IS DRAGGED INTO THE INSPECTOR blueGunController.isFiringLaser = false; // Move Player myRigidbody = GetComponent <Rigidbody>(); myRigidbody.velocity = Vector3.zero; // Stop Movement // Disable Firing GetComponent <BlueFiringPrimary>().enabled = false; }
/// void Awake() // INITIALIZE VARIABLES { blueGun = GameObject.FindGameObjectWithTag("Blue_Gun").GetComponent <BlueGunController>(); bluePlayer = GameObject.FindGameObjectWithTag("Blue_Player").GetComponent <BluePlayerController>(); }
void Start() { blueHealControl = FindObjectOfType <BluePlayerController>(); image = GetComponent <Image>(); }
// Start is called before the first frame update (Create Event?) void Start() { myRB = GetComponent <Rigidbody>(); thePlayer = FindObjectOfType <BluePlayerController>(); }
// Start is called before the first frame update void Start() { // Player Controller bluePlayerController = GetComponent <BluePlayerController>(); }
private void Awake() { bluePlayer = GameObject.FindGameObjectWithTag("Blue_Player").GetComponent <BluePlayerController>(); emissionModule = particleEffect.emission; }