public void Effect(PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, PlayerStatusVariables playerStatusVariables) { this.playerHorizontalMovement = playerHorizontalMovement; this.playerStatusController = playerStatusController; this.playerStatusVariables = playerStatusVariables; if (playerStatusVariables.isAdrenalineActive) { var range = Random.Range(0, 11); if (range <= 5) { playerStatusController.Die(); } else { playerStatusVariables.isMorphinActive = true; playerStatusController.RegenLifeTemporary(duration, lifeRegenAmount, true); } } else { playerStatusVariables.isMorphinActive = true; playerStatusController.RegenLifeTemporary(duration, lifeRegenAmount, false); currentTimeMorphinEffect = Time.time + duration; CoroutineManager.AddCoroutine(MorphinEffectCoroutine(staminaRegenMultiplier, velocityMultiplier), "MorphinEffectCoroutine", this); } }
void Start() { //PlayerStatusVariables = new PlayerStatusVariables(); PlayerStatusVariables = GetComponent <PlayerStatusVariables>(); PlayerStatusController = GetComponent <PlayerStatusController>(); PlayerCollisionHandler = new BasicCollisionHandler(this, maxAngle, layerMaskForCollisions); PlayerController = new PlayerController(transform); HorizontalMovement = new PlayerHorizontalMovement(this, maxSpeed, acceleration, dodgeForce, crouchingSpeed, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); VerticalMovement = new PlayerVerticalMovement(this, jumpForce, climbingLadderSmoothness, climbingObstacleSmoothness, climbLadderVelocity, minimumFallingDistanceForDamage, minimumDamageForFalling, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController); MiscellaneousMovement = new PlayerMiscellaneousMovement(this, cameraZoomSize, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, Inventory, diary, InGameMenuController); CombatMovement = new PlayerCombatMovement(this, PlayerCollisionHandler, PlayerController, PlayerStatusVariables, PlayerStatusController, HorizontalMovement, Inventory, cqcDistance, cqcDamage, offsetForThrowableItemPosition, rangeForShortThrowableItemPosition); }
private void Start() { _animator = GetComponent <Animator>(); _mouseInput = Camera.main.GetComponent <MouseInput>(); //_spriteRenderer = GetComponent<SpriteRenderer>(); _playerHorizontalMovement = GetComponentInParent <PlayerHorizontalMovement>(); }
void Start() { // Initialize player state health = startingHealth; //health = 50; moving = false; attacking = false; deathStarted = false; movedWhileAttacking = false; isSuperActive = false; inAir = false; crouched = false; listeningForDoubleDownTap = false; remainingJumps = 1; superMeterCharge = 0f; superBar = GameObject.Find("Super Bar").GetComponent <Slider>(); superBarGlow = superBar.transform.GetChild(0).GetComponent <Image>(); superBar.maxValue = maxSuperCharge; superBarGlow.color = new Color(0.8784314f, 1f, 0f, 0f); blockNormalJumpAnims = false; daronListeningForParry = false; serjFlightActive = false; performFriction = false; // Player-specific attack blockAttackProgress = true; // Get components from gameobjects sr = transform.GetChild(1).gameObject.GetComponent <SpriteRenderer>(); srLegs = transform.GetChild(0).gameObject.GetComponent <SpriteRenderer>(); rb = gameObject.GetComponent <Rigidbody2D>(); shortRange = shortRangeHitbox.GetComponent <Animator>(); lowerBodyHitbox = gameObject.GetComponent <BoxCollider2D>(); lowOriginalOffset = lowerBodyHitbox.offset; lowOriginalSize = lowerBodyHitbox.size; // Configure other player scripts paa = playerUpperBody.GetComponentInChildren <PlayerAttackAnims>(); phm = GetComponent <PlayerHorizontalMovement>(); pj = GetComponent <PlayerJump>(); paa.ps = this; phm.ps = this; pj.ps = this; // Empty check on bandmember name if (currentBandMember == "") { currentBandMember = "John"; } //Get the starting control scheme updateControlScheme(); }
public void Effect(PlayerStatusController playerStatusController, PlayerHorizontalMovement playerHorizontalMovement, PlayerStatusVariables playerStatusVariables) { this.playerHorizontalMovement = playerHorizontalMovement; this.playerStatusController = playerStatusController; this.playerStatusVariables = playerStatusVariables; playerStatusVariables.isAdrenalineActive = true; if (playerStatusVariables.isMorphinActive) { var range = Random.Range(0, 11); if (range <= 5) { playerStatusController.Die(); } } currentTimeAdrenalineEffect = Time.time + duration; CoroutineManager.AddCoroutine(AdrenalineEffectCoroutine(staminaRegenMultiplier, velocityMultiplier), "AdrenalineEffectCoroutine", this); }
public void GetPlayerHorizontalMovement(GameObject player) { _playerMovement = player.GetComponent <PlayerHorizontalMovement>(); }