Esempio n. 1
0
        void Start()
        {
            if (inputManagerDatabase == null)
            {
                inputManagerDatabase = (InputManager)Resources.Load("InputManager");
            }

            if (craftSystem != null)
            {
                cS = craftSystem.GetComponent <CraftSystem>();
            }

            if (GameObject.FindGameObjectWithTag("Tooltip") != null)
            {
                toolTip = GameObject.FindGameObjectWithTag("Tooltip").GetComponent <Tooltip>();
            }
            if (inventory != null)
            {
                mainInventory = inventory.GetComponent <Inventory>();
            }
            if (characterSystem != null)
            {
                characterSystemInventory = characterSystem.GetComponent <Inventory>();
            }
            if (craftSystem != null)
            {
                craftSystemInventory = craftSystem.GetComponent <Inventory>();
            }
            characterSwitch = FindObjectOfType <CharacterSwitch>();
        }
Esempio n. 2
0
 // David - gets the intial position and loads the models/gameobjects at start that was set in inspecter
 void Start()
 {
     targetPos = transform.position;
     playerInventory = player.GetComponent<PlayerInventory_JG>();
     player = player.gameObject;
     switchBaby = switchBaby.gameObject;
     switchTeen = switchTeen.gameObject;
     switchOld = switchOld.gameObject;
     c_switch = player.GetComponent<CharacterSwitch>();
 }
 void Awake()
 {
     if (Instance != null)
     {
         Destroy(this.gameObject);
         return;
     }
     Instance = this;
     GameObject.DontDestroyOnLoad(this.gameObject);
 }
Esempio n. 4
0
    void OnTriggerEnter(Collider other)
    {
        CharacterSwitch cw = player.gameObject.transform.root.GetComponent <CharacterSwitch>();

        if (other.tag == "Player")
        {
            unlockText.gameObject.SetActive(true);
            cw.character3Enabled = true;
            Destroy(yaeObject.gameObject);
            Destroy(this.gameObject, 5f);
        }
    }
Esempio n. 5
0
    void RpcChange(GameObject obj, int num)
    {
        // Get character switch of the obj
        CharacterSwitch local = obj.GetComponent <CharacterSwitch> ();

        // Set appropriate fields
        local.img.sprite = archer[num].archerImg;
        local.mov.ChangeSpeed(archer[num].speed, archer[num].jumpForce);
        local.health.ChangeHealth(archer[num].health);
        local.shoot.ChangeCd(archer[num].arrowPrefab, archer[num].attackCd, archer[num].shootDelay);
        local.anim.runtimeAnimatorController = archer [num].anim;
    }
Esempio n. 6
0
    void Update()
    {
        DamageDetector  dd = player.gameObject.transform.root.GetComponent <DamageDetector>();
        CharacterSwitch cw = player.gameObject.transform.root.GetComponent <CharacterSwitch>();

        health.text = "Health: " + hpHud;
        lives.text  = "Lives: 1";

        if (dd.DamageTaken == 0)
        {
            hpHud = 3;
        }

        if (dd.DamageTaken == 1)
        {
            hpHud = 2;
        }

        if (dd.DamageTaken == 2)
        {
            hpHud = 1;
        }

        if (dd.DamageTaken == 3)
        {
            hpHud      = 0;
            lives.text = "Lives: 0";
        }

        if (CharacterSwitch.characterSwitch == 1)
        {
            char1.gameObject.SetActive(true);
            char2.gameObject.SetActive(false);
            char3.gameObject.SetActive(false);
        }

        if (CharacterSwitch.characterSwitch == 2)
        {
            char1.gameObject.SetActive(false);
            char2.gameObject.SetActive(true);
            char3.gameObject.SetActive(false);
        }

        if (CharacterSwitch.characterSwitch == 3)
        {
            char1.gameObject.SetActive(false);
            char2.gameObject.SetActive(false);
            char3.gameObject.SetActive(true);
        }
    }
Esempio n. 7
0
 // Start is called before the first frame update
 void Start()
 {
     characterSwitch = FindObjectOfType <CharacterSwitch>();
 }
Esempio n. 8
0
 // Start is called before the first frame update
 void Start()
 {
     onboardingController = GetComponentInParent <BlimpOnboarding>();
     blimpController      = GetComponentInParent <BlimpController>();
     characterSwitch      = FindObjectOfType <CharacterSwitch>();
 }