// Use this for initialization void Start() { soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); checkpointSystem = GameObject.Find("CheckpointSystem").GetComponent <CheckpointSystem>(); if (checkpointSystem == null) { Debug.Log("No Checkpoint System found on scene."); } animatorController = characterSprite.GetComponent <Animator>(); //Get reference to the animator GroundedToObjectsList = new List <GameObject> (); WalledToObjectsList = new List <GameObject> (); //These define when collision is detected as a floor and when as a wall. Ground_X_MIN = -0.75f; Ground_X_MAX = 0.75f; Ground_Y_MIN = 0.5f; Ground_Y_MAX = 1f; //RootOBJ makes sure that character together with moving platforms GameObject ROOTOBJ = Instantiate(PlatformRoot_PREFAB, Vector3.zero, Quaternion.identity) as GameObject; PlatformRoot = ROOTOBJ.GetComponent <PlatformRoot> (); ROOTOBJ.name = "_PlatformRoot"; //Default values for WallGrip Particle Emitter. WallGripEmissionRate = 10; WallGripParticles.emissionRate = 0; //Player characters looks right in the start of the scene. isFacingRight = true; isDashing = false; }
public void SetupWorldData() { CheckpointSystem.SetSpawnPosition(Vector2.zero); CollectableDisplay.savedScore = 0; GameplayData.currentWorld = worldID; PlayerHealth.ResetSavedHealth(); }
void Start() { src = GetComponent <AudioSource> (); normalStep = Step; check = CheckpointSystem.GetComponent <CheckpointSystem> (); PlaceTrack(); StartMetronome(); }
/// <summary> /// Sent when another object enters a trigger collider attached to this /// object (2D physics only). /// </summary> /// <param name="other">The other Collider2D involved in this collision.</param> void OnTriggerEnter2D(Collider2D other) { CheckpointSystem cs = other.GetComponent <CheckpointSystem>(); if (cs) { cs.softCheckpoint = checkpoint.position; } }
private void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); circleCollider = GetComponent <CircleCollider2D>(); circleCollider.isTrigger = true; checkpoint = Respawner.instance.GetCheckpointSystem(index); if (index < 17) { nextCheckPoint = Respawner.instance.GetCheckpointSystem(index + 1); } }
private void Start() { anim = GetComponent <Animator>(); if (checkpointSystem == null) { checkpointSystem = GameObject.FindGameObjectWithTag("Player").GetComponent <CheckpointSystem>(); } if (soundController == null) { soundController = GameObject.FindGameObjectWithTag("Player").GetComponent <SoundController>(); } }
// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } player = FindObjectOfType <PlayerController>(); }
private void Awake() { if (instance == null) { DontDestroyOnLoad(gameObject); Body = FindObjectOfType <Body>(); Soul = FindObjectOfType <Soul>(); instance = this; return; } Destroy(this); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { Debug.Log("checkpoint caught at " + collision.transform.position); Collider2D collider2D = GetComponent <Collider2D>(); if (collider2D) { collider2D.enabled = false; } CheckpointSystem.SetSpawnPosition(transform.position + spawnOffset); CollectableDisplay.instance.SaveScore(); BonusCollectableManager.SaveCollectedStates(); } }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { character = GetComponent <CharacterController2D>(); checkpoint = GetComponent <CheckpointSystem>(); interact = GetComponent <InteractSystem>(); cameraController = GameObject.FindObjectOfType <CameraController>(); if (!cameraController) { Debug.LogError("The scene is missing a camera controller! The player script needs it to work properly!"); } controls.Player.Movement.performed += ctx => Move(ctx.ReadValue <Vector2>()); controls.Player.Movement.cancelled += ctx => Move(Vector2.zero); controls.Player.Jump.started += Jump; controls.Player.Jump.cancelled += EndJump; controls.Player.Dash.started += Dash; controls.Player.Interact.started += Interact; controls.Player.AttackA.started += Attack; }
void Start() { playerPhaseManager = PlayerPhaseManager.instance; if (playerPhaseManager) { playerPhaseManager.gameManager = this; Vector2 spawnPosition = CheckpointSystem.GetSpawnPosition(); if (spawnPosition == Vector2.zero) { CheckpointSystem.SetSpawnPosition(playerPhaseManager.transform.position); } else { playerPhaseManager.transform.position = spawnPosition; } playerPhaseManager.StartCoroutine(playerPhaseManager.Spawn()); } }
// Use this for initialization void Start() { checkpointSystem = GameObject.Find("CheckpointSystem").GetComponent <CheckpointSystem>(); }
public void SetOwner(CheckpointSystem systemObj) { Owner = systemObj; }