Esempio n. 1
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    void Start()
    {
        _inventory = GetComponent<Player_Inventory>();
        Debug.Assert(_inventory != null);

        _stateChanger = GetComponent<Player_StateChanger>();

        Debug.Assert(_stateChanger != null);

        _hudModel = GetComponent<HUD_Model>();
        Debug.Assert(_hudModel != null);
    }
Esempio n. 2
0
    private void Start()
    {
        _energyFiller = GameObject.Find("EnergyFiller").GetComponent <Image>();
        Debug.Assert(_energyFiller != null);

        _fuelFiller = GameObject.Find("FuelFiller").GetComponent <Image>();
        Debug.Assert(_fuelFiller != null);

        _hudModel = GetComponent <HUD_Model>();
        Debug.Assert(_hudModel != null);

        _energyFiller.fillAmount = _hudModel.currentEnergy / _hudModel.maxEnergy;
        _fuelFiller.fillAmount   = _hudModel.currentFuel / _hudModel.maxFuel;

        _hudModel.HudUpdate += UpdateHUD;
    }
Esempio n. 3
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    private void OnTriggerExit(Collider other)
    {
        if (other.tag == GameManager_References._playerTag)
        {
            Debug.Log("Player exits city collider");

            HUD_Model hudModel = other.GetComponent <HUD_Model>();

            if (hudModel == null)
            {
                return;
            }

            hudModel.CanPlayerSurvive();
        }
    }
Esempio n. 4
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == GameManager_References._playerTag)
        {
            Debug.Log("Player enters city collider");

            HUD_Model hudModel = other.GetComponent <HUD_Model>();

            if (hudModel == null)
            {
                return;
            }

            hudModel.checkPoint.position = transform.position;

            hudModel.StopCoroutine("DrainPowertype");
        }
    }