Esempio n. 1
0
    public void Init(bool started)
    {
        active = new List <GameObject>();
        GameObject go;

        go = Instantiate(zombie) as GameObject;
        go.transform.position = new Vector3(7.63f, 0, -10.55f);
        go.transform.SetParent(transform);
        go.transform.tag = "Zombie";
        active.Add(go);
        paused  = false;
        gs      = GameObject.FindGameObjectWithTag("Canvas").GetComponent <GameStart>();
        control = GameObject.FindGameObjectWithTag("Zombie").GetComponent <CharacterController>();
        mobsource.Play();
        mobsource.volume = 0.05f;
        pause.onClick.AddListener(TaskOnClickPause);
        //GameOverImage = GameObject.Find("GameOverImage").GetComponent<GameObject>();
        score        = 0;
        heartcount   = 3;
        dead         = false;
        runspeed     = fixedrunspeed;
        totalspeed   = fixedrunspeed;
        canvas       = GameObject.FindGameObjectWithTag("Canvas").transform;
        activeHearts = new List <GameObject>();
        for (int i = 0; i < 3; i++)
        {
            go = Instantiate(hearts[i]) as GameObject;
            go.transform.position = new Vector3(153 + (i * 90), -57, 0);
            go.transform.SetParent(canvas, false);
            activeHearts.Add(go);
        }
        cc = GameObject.FindGameObjectWithTag("Zombie").GetComponent <CollisionControl>();
        cc.Init(true);
        begin = true;
    }
Esempio n. 2
0
    private void Awake()
    {
        regen        = 0f;
        regenerating = false;

        sprite           = GetComponent <SpriteRenderer>();
        outline          = transform.GetChild(0).GetComponent <SpriteRenderer>();
        collisionControl = GetComponent <CollisionControl>();
        health           = GetComponent <Health>();
    }
    internal void Awake()
    {
        rigidbody2D      = GetComponent <Rigidbody2D>();
        collisionControl = GetComponent <CollisionControl>();
        spriteRenderer   = GetComponent <SpriteRenderer>();

        spriteRenderers = new List <SpriteRenderer>();

        spriteRenderers.AddRange(GetComponentsInChildren <SpriteRenderer>().ToList());
    }
Esempio n. 4
0
    // Start is called before the first frame update
    void Start()
    {
        rigidbody2D      = GetComponent <Rigidbody2D>();
        spriteRenderer   = GetComponent <SpriteRenderer>();
        collisionControl = GetComponent <CollisionControl>();

        rigidbody2D.velocity = transform.right * 50f;

        dead        = false;
        originDir   = transform.rotation.eulerAngles.z;
        origin      = transform.position;
        destination = transform.position + (transform.right * distance);
    }
Esempio n. 5
0
    private void Awake()
    {
        jumping           = false;
        lastJumpFrameTime = 0f;
        jumpLocationY     = 0f;
        canJumpHold       = true;

        landable         = false;
        wallGrabbing     = false;
        wallGrabPlatform = new Vector3();
        canWallGrab      = true;
        wallJumpRestrict = false; /* stops movement after jumping off wall */
        damaged          = false;
        playerShooting   = GetComponent <PlayerShooting>();

        wallGrabLimits = new List <Coroutine>();

        health           = GetComponent <Health>();
        graphics         = transform.GetChild(0);
        collisionControl = GetComponent <CollisionControl>();
        rigidbody2D      = GetComponent <Rigidbody2D>();
        animator         = GetComponent <Animator>();
    }
 void Awake()
 {
     _instance = this;
 }
 // Start is called before the first frame update
 void Start()
 {
     CollisionControl = FindObjectOfType <CollisionControl>();
     sphere           = FindObjectOfType <SphereMovement>();
 }