void Awake() { myRb = gameObject.GetComponent <Rigidbody>(); cameraCtrl = GetComponent <CameraController>(); slideMgmt = GetComponent <SlideManager>(); //slideMgmt.enabled = true; inputMgmt = gameObject.GetComponent <InputManager>(); //inputMgmt.enabled = true; playerMovement = gameObject.GetComponent <PlayerMovement>(); //playerMovement.enabled = true; weaponMgmt = gameObject.GetComponent <WeaponManager>(); //weaponMgmt.enabled = true; playerStats = gameObject.GetComponent <PlayerStats>(); //playerStats.enabled = true; animMgmt = gameObject.GetComponent <AnimationManager>(); //animMgmt.enabled = true; combatMgmt = gameObject.GetComponent <PlayerCombatManager>(); //combatMgmt.enabled = true; dodgeCtrl = gameObject.GetComponent <DodgeControl>(); //dodgeCtrl.enabled = true; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
void OnLevelWasLoaded(int level) { enemySpawnPoint = GameObject.Find("SpawnPoint2").GetComponent<Transform>(); if (GameObject.Find(spawnPointName) != null) { spawnPoint = GameObject.Find(spawnPointName).GetComponent<Transform>(); } else { spawnPoint = GameObject.Find("SpawnPoint").GetComponent<Transform>(); } if (PhotonNetwork.isMasterClient) { //PhotonNetwork.InstantiateSceneObject("Orc", enemySpawnPoint.position, enemySpawnPoint.rotation, 0, null); } player = PhotonNetwork.Instantiate("Elf", spawnPoint.position, spawnPoint.rotation, 0); combatManager = player.GetComponent<PlayerCombatManager>(); combatManager.enabled = true; playerRunes = player.GetComponent<Runes>(); playerRunes.enabled = true; //player.GetComponent<Health>().enabled = true; cameraFollow = Camera.main.GetComponent<CameraFollow>(); cameraFollow.enabled = true; playerHealth = player.GetComponent<Health>(); //playerHealth.enabled = true; }
/// <summary> /// Author: Denis /// Caching components /// </summary> private void Start() { PlayerPullDash = gameObject.GetComponent <PullDash>(); PlayerJump = gameObject.GetComponent <Jump>(); PlayerCombat = gameObject.GetComponent <PlayerCombatManager>(); PlayerKnockback = gameObject.GetComponent <Knockback>(); PlayerMultiplayer = gameObject.GetComponent <MultiplayerActivator>(); }
public void Update() { //Instantiates the inital menu // Checking To see if the i key is down if (Input.GetKeyDown("i")) { //if the menuscreen is 0 then it is empty if its empty then if (m_MenuScreens.Count == 0) { m_GameManager.CurrentGameState = GameState.Menu; Services.GameManager.SetCursorVisibility(true); //Add the menu screen to the list m_MenuScreens.Add(Instantiate <GameObject>(m_PrefabCanvasDebugMenu)); m_Player = Services.GameManager.Player; m_PlayerCombatManager = GameObject.Find("Player").GetComponent <PlayerCombatManager>(); if (m_Player != null) { //Instantiate the button ontop of the last instantiated canvas DebugButton Debugbutton1 = Instantiate <DebugButton>(m_Prefab_DebugButton, m_MenuScreens[0].gameObject.transform); //Setting the position of the instantiated button Debugbutton1.gameObject.transform.localPosition = new Vector3(170, 100, 0); //Setting the initalization method Debugbutton1.Init("Player Ui", this, DebugButton.DebugButtonType.DebugMenutype, SpawnPlayerCanvas); } } } //TODO: Switch button To something else // Destroys the whole Debugmenu setup if (Input.GetKeyDown("o")) { Services.GameManager.SetCursorVisibility(false); m_GameManager.CurrentGameState = GameState.Playing; for (int i = m_MenuScreens.Count; i > 0; i--) { Destroy(m_MenuScreens[0]); m_MenuScreens.RemoveAt(0); } } //TODO: Switch button to something else //Pops the top most part of the debugmenu setup if (Input.GetKeyDown("p")) { Destroy(m_MenuScreens[m_MenuScreens.Count - 1]); m_MenuScreens.RemoveAt(m_MenuScreens.Count - 1); if (m_MenuScreens.Count == 0) { m_GameManager.CurrentGameState = GameState.Playing; } } }
/// <summary> /// Author: Denis /// Caching components /// </summary> private void Start() { CombatManager = gameObject.GetComponent <PlayerCombatManager>(); PlayerJump = gameObject.GetComponent <Jump>(); PlayerRotation = gameObject.GetComponent <Rotation>(); PlayerMultiplayer = gameObject.GetComponent <MultiplayerActivator>(); WasHit = false; IsKnockback = false; TookOff = false; IsImmune = false; }
private void OnTriggerStay(Collider other) { if (IsAttacking) { PlayerCombatManager _playerCombatManager = other.gameObject.GetComponent <PlayerCombatManager>(); if (_playerCombatManager != null && CurrentAttackMotion != null) { // calculate regular attack Vector3 _AttackVector = this.transform.forward.normalized * CurrentAttackMotion.Force; //Debug.Log("Attacked with " + _AttackVector); _playerCombatManager.ReceivePlayerAttack(_AttackVector, CurrentAttackMotion.KnockBackTime); StopAttack(); if (AudioController != null) { AudioController.TriggerPlaySFXOnAll((int)EnemySFX.SLAP); } } } }
public void Smash() { //Debug.Log("ExplosionForceApplied"); Collider[] colliders = Physics.OverlapSphere(transform.position, SmashRadius); foreach (Collider _nearby in colliders) { //Debug.Log("grabbed nearby colliders"); GameObject _nearbyObjects = _nearby.gameObject; PlayerCombatManager _playerCombatManager = _nearbyObjects.GetComponent <PlayerCombatManager>(); if (_playerCombatManager != null) { //Debug.Log("applying smash to player" + _playerCombatManager.gameObject); _playerCombatManager.ReceivePlayerSmash(DefaultSmashTime, DefaultSmashForce, this.transform.position, SmashRadius); } } }
/// <summary> /// Author: Feiyang Li /// integrating with combat system /// </summary> private void OnTriggerStay(Collider Other) { if (Other.gameObject.tag == "Player" && PhontonView.IsMine) { if (PhotonNetwork.IsMasterClient) { PhotonNetwork.Destroy(this.gameObject); } PlayerCombatManager _playerCombatManager = Other.gameObject.GetComponent <PlayerCombatManager>(); if (_playerCombatManager != null) { Vector3 _AttackVector = (Other.transform.position - this.transform.position).normalized * Force; _playerCombatManager.ReceivePlayerAttack(Forward * Force + UpwardsAdjustmentVector, BulletAttackTimeSpan); } } else if (Other.gameObject.tag == "Obstacle") { if (PhotonNetwork.IsMasterClient) { PhotonNetwork.Destroy(this.gameObject); } } }
private void Start() { combatManager = GetComponentInParent <CombatManager>(); pcm = GetComponentInParent <PlayerCombatManager>(); }