private void Awake() { if (Instance == this) { //DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } _canvasRef = PlayerCanvas.Instance; _player = ReInput.players.GetPlayer(_playerId); _playerRef = KyleplayerMove.Instance; _PauseMenu = transform.GetChild(0).gameObject; _ControlsMenu = transform.GetChild(1).gameObject; _pauseMenuButtons = new List <Button>(); for (int i = 0; i < _PauseMenu.transform.childCount; i++) { if (_PauseMenu.transform.GetChild(i).GetComponent <Button>()) { _pauseMenuButtons.Add(_PauseMenu.transform.GetChild(i).gameObject.GetComponent <Button>()); } } _currButton = 0; Debug.Log("init"); _currScene = SceneManager.GetActiveScene().buildIndex; _pauseMenuButtons[_currButton].Select(); _PauseMenu.SetActive(false); _ControlsMenu.SetActive(false); }
public void AlertSquad(KyleplayerMove _playerToAttack) { for (int i = 0; i < _enemyList.Count; i++) { _enemyList[i].SetPlayer = _playerToAttack; _enemyList[i].GetAIState = AIState.ALERTED; } }
private void Awake() { _playerCam = FindObjectOfType <PlayerCamera>().gameObject.GetComponent <Camera>(); _playerMove = KyleplayerMove.Instance; player = _playerMove.transform; _player = ReInput.players.GetPlayer(0); _vertOffsetPercentage /= 100f; }
private void Awake() { myscript = LevelSelection_Script.Instance; _playerRef = GetComponent <KyleplayerMove>(); _canvasRef = PlayerCanvas.Instance; _PcurrHealth = _PmaxHealth; _currentHealthBar = GameObject.Find("HealthBar").GetComponent <Image>(); }
private void Awake() { if (Instance == this) { DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } _playerRef = KyleplayerMove.Instance; Reset = _playerRef.ResetPlayer; }
public void Start() { _Player = ReInput.players.GetPlayer(_playerId); _playerCam = FindObjectOfType <PlayerCamera>().gameObject.GetComponent <Camera>(); _myPos = Vector3.zero; _myCanvas = PlayerCanvas.Instance; _myCanvas.SetGameReset += InteractableReset; GameObject _ImageRef = Instantiate <GameObject>(InteractImagePrefab, _myPos, _myCanvas.transform.rotation, _myCanvas.transform); _myImage = _ImageRef; _myImage.SetActive(false); _playerRef = KyleplayerMove.Instance; switch (_whatAmI) { case TypeOfObject.DOOR: break; case TypeOfObject.POTION: transform.parent = null; break; case TypeOfObject.UPGRADE: _winRef = FindObjectOfType <WinCondition>(); GameObject _killtext = Instantiate <GameObject>(_KillsTextPrefab, _myPos, _myCanvas.transform.rotation, _myCanvas.transform); _KillsToUnlockText = _killtext; _KillsToUnlockText.SetActive(false); transform.parent = null; break; case TypeOfObject.PUZZLE: break; case TypeOfObject.Mural: _MuralObj.SetActive(false); _MuralState = false; break; default: break; } }
public virtual void Init() { _mainCanvas = PlayerCanvas.Instance.gameObject; _mainCanvas.GetComponent <PlayerCanvas>().SetGameReset += MyReset; _player = KyleplayerMove.Instance; _berserkRef = FindObjectOfType <BerzerkMode>(); _winRef = FindObjectOfType <WinCondition>(); _enemyAgent = GetComponent <NavMeshAgent>(); _mySquad = GetComponentInParent <EnemySquad>(); _pauseRef = PauseMenu.Instance; _patrolRoute = new List <Vector3>(); for (int point = 0; point < _patrolPoints.Count; point++) { if (_patrolPoints[point]) { _patrolRoute.Add(_patrolPoints[point].gameObject.transform.position); } } _startPoint = gameObject.transform.position; _patrolRoute.Add(_startPoint); _currPath = 0; _sword = transform.GetChild(0).gameObject; _swordPos = _sword.transform.localPosition; _sword.SetActive(false); _bloodParticle = transform.GetChild(1).gameObject; _mainCam = PlayerCamera.Instance.gameObject.GetComponent <Camera>(); GameObject _healthBar = Instantiate <GameObject>(_healthBarPrefab, _mainCanvas.transform); _actualHealthBar = _healthBar.GetComponent <Image>(); _actualHealthBar.gameObject.SetActive(false); _currEnemyHealth = _enemyHealth; _enemyAgent.SetDestination(_patrolRoute[_currPath]); _myCurrState = AIState.NOTALERTED; _init = true; }