void Start() { player = transform.root.gameObject; control = player.GetComponent <PlayerInputControls>(); playerInventory = player.GetComponent <PlayerInventory>(); playerProperties = player.GetComponent <PlayerProperties>(); playerController = player.GetComponent <PlayerControllerSinglePlayer>(); playerStamina = player.GetComponent <Stamina>(); playerAmmo = player.GetComponent <PlayerAmmo>(); for (int i = 0; i < transform.childCount; i++) { int tempInt = i; itemImage.Add(transform.GetChild(i).transform.GetChild(1).GetComponent <Image>()); itemButtons.Add(transform.GetChild(i).GetComponent <Button>()); amountOfText.Add(transform.GetChild(i).transform.GetChild(2).GetComponent <Text>()); itemImage[i].rectTransform.localPosition = new Vector3(12.8f, -12.8f, 0); itemButtons[i].onClick.AddListener(() => ButtonClickFunction(tempInt)); EventTrigger trigger = itemButtons[tempInt].GetComponent <EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerEnter; entry.callback.AddListener((data) => { OnPointerEnterDelegate((PointerEventData)data, tempInt); }); trigger.triggers.Add(entry); numOfItemSlots++; UnityEvent rightClickTrigger = transform.GetChild(i).GetComponent <RightClickButton>().rightClick; rightClickTrigger.AddListener(() => OnRightClick(tempInt)); } for (int i = 0; i < 6; i++) { AddInventorySlot(); } playerArmor = player.GetComponent <PlayerArmor>(); playerHealth = player.GetComponent <HealthSinglePlayer>(); weaponSwitch = player.GetComponent <WeaponSwitch>(); }
// Use this for initialization void Start() { playerProperties = GetComponent <PlayerProperties>(); cam = playerProperties.cam; camDefaultPosition = cam.transform.localPosition; control = GetComponent <PlayerInputControls>(); }
void Start() { playerProperties = transform.root.gameObject.GetComponent <PlayerProperties>(); damage = playerProperties.quickMeleeDamage; weaponSwitch = transform.root.gameObject.GetComponent <WeaponSwitch>(); quickMeleeCollider = GetComponent <BoxCollider>(); control = playerProperties.gameObject.GetComponent <PlayerInputControls>(); }
// Use this for initialization #region Start void Start() { properties = GetComponent <PlayerProperties>(); controller = GetComponent <CharacterController> (); stamina = GetComponent <Stamina>(); weaponSwitch = GetComponent <WeaponSwitch>(); control = GetComponent <PlayerInputControls>(); }
void Start() { weaponSwitch = GetComponent <WeaponSwitch>(); equippedWeapons = new Weapon1[weaponSwitch.maxWeapons]; pause = GetComponent <PauseGame>(); control = GetComponent <PlayerInputControls>(); if (chestDisplay == null) { chestDisplay = transform.GetComponentInChildren <DisplayChestContents>(); } }
// Use this for initialization void Start() { text = GetComponent <Text>(); GameObject player = transform.root.gameObject; playerHealth = player.GetComponent <HealthSinglePlayer>(); playerStamina = player.GetComponent <Stamina>(); playerProperties = player.GetComponent <PlayerProperties>(); playerController = player.GetComponent <PlayerControllerSinglePlayer>(); weight = player.GetComponent <Weight>(); control = player.GetComponent <PlayerInputControls>(); }
// Use this for initialization public override void Start() { if (isPickup) { return; } base.Start(); cam = playerProperties.cam; playerAmmo = player.GetComponent <PlayerAmmo>(); updateAmmo = player.transform.Find("SinglePlayer UI/HUD/Ammo Count").GetComponent <UpdateAmmo>(); control = player.GetComponent <PlayerInputControls>(); }
// Use this for initialization public override void Start() { base.Start(); if (isPickup) { return; } if (collider == null) { collider = GetComponent <Collider>(); } if (detectIfHit == null) { detectIfHit = transform.GetComponentInChildren <DetectIfHit>(); } detectIfHit.SetMeleeAtackParent(this); control = player.GetComponent <PlayerInputControls>(); }
void Start() { equippedWeapons = new Weapon1[maxWeapons]; control = GetComponent <PlayerInputControls>(); }
// Use this for initialization void Start() { controller = GetComponent <CharacterController> (); control = GetComponent <PlayerInputControls>(); }
private void Awake() { gameObject.name = $"Player {GetComponent<PlayerInput>().playerIndex.ToString()}"; _controls = new PlayerInputControls(); }
public void Awake() { _controls = new PlayerInputControls(); }
private void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; control = GetComponent <PlayerInputControls>(); }