public void Start() { thePlayerStats = FindObjectOfType <PlayerStats>(); theCameras = FindObjectOfType <CameraController>(); thePSP = FindObjectOfType <PlayerStartPoint>(); thePC = FindObjectOfType <PlayerController>(); }
// Update is called once per frame void Update() { thePlayer = FindObjectOfType <PlayerController>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); playerStamina = FindObjectOfType <PlayerStaminaManager>(); playerRangedAttack = FindObjectOfType <PlayerRangedAttack>(); playerStatsScript = FindObjectOfType <PlayerStats>(); startPoint = FindObjectOfType <PlayerStartPoint>(); globalDataScript = FindObjectOfType <GlobalDataScript>(); itemSlotManager = FindObjectOfType <ItemSlotManager>(); curLvl = SceneManager.GetActiveScene().name; }
// Use this for initialization void Start() { currentHp = HPLevels[1]; currentAttack = attackLevels[1]; currentDefense = defenseLevels[1]; maxExp = ExpNeededToLevelUp[1]; thePlayerHealth = FindObjectOfType <PlayerHealthManager>(); theSFX = FindObjectOfType <SFXManager>(); thePSP = FindObjectOfType <PlayerStartPoint>(); thePC = FindObjectOfType <PlayerController>(); }
void Start() { characterSelector = FindObjectOfType <CharacterSelector>(); //Needed to "properly" access the methods of the CharacterSelector script... for some reason playerStartPoint = FindObjectOfType <PlayerStartPoint>(); if (!cameraExists) { cameraExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } }
// Use this for initialization void Start() { playerCheck = GameObject.FindGameObjectWithTag("Player"); // check to see if player exists, if not, create it and call the startpoint function if (playerCheck == null) { Object newPlayer = Instantiate(player, transform.position, transform.rotation); newPlayer.name = "player"; playerStartPoint = FindObjectOfType <PlayerStartPoint>(); //playerStartPoint.startPointFunc(); // current run by PlayerStartPoint script... uncomment if no longer the case } else { // nothing } }
private void Update() { if (ConfirmReset) { PlayerStats.Reset(); PlayerStartPoint.Reset(); ScoreManager.SetScore(); SceneManager.LoadScene("Begining"); player.GetComponent <Controls>().StartPoint = "Begin"; canvas.GetComponent <PlayerStats>().CurrentPlayerLevel = 0; canvas.GetComponent <PlayerStats>().CurrentPlayerExp = 0; player.GetComponent <PlayerHealth>().PlayerCurrentHealth = 50; Start(); ConfirmReset = false; } }
void Start() { playerHealthBarManager = FindObjectOfType <PlayerHealthBarManager>(); //gets a reference to the PlayerHealthBarManager script playerStartPoint = FindObjectOfType <PlayerStartPoint>(); if (playerStartPoint != null) //if there is a player start point present, change the player's starting position to its values { playerSpawnPosition = playerStartPoint.GetStartPosition(); //sets the player's spawn position to the position of the player start point game object to prevent camera drag on character spawn } if (!UIExists) //if the UI doesn't exist in the current scene, don't destroy the UI between scene swapping { UIExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } }
public void Back() { if (SceneManager.GetActiveScene().name == "BOSS_LEVEL") { PlayerStats.Reset(); PlayerStartPoint.Reset(); ScoreManager.SetScore(); SceneManager.LoadScene("Begining"); player.GetComponent <Controls>().StartPoint = "Begin"; canvas.GetComponent <PlayerStats>().CurrentPlayerLevel = 0; canvas.GetComponent <PlayerStats>().CurrentPlayerExp = 0; player.GetComponent <PlayerHealth>().PlayerCurrentHealth = 50; Start(); } else { info.SetActive(false); topScore.SetActive(false); start.SetActive(false); main.SetActive(true); } }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); myRigidBody = GetComponent <Rigidbody2D>(); theSFXManager = FindObjectOfType <SFXManager>(); thePHM = FindObjectOfType <PlayerHealthManager>(); thePSP = FindObjectOfType <PlayerStartPoint>(); joystick = FindObjectOfType <Joystick>(); joybutton = FindObjectOfType <JoyButton>(); if (!playerExists) { playerExists = true; DontDestroyOnLoad(transform.gameObject); // Won't destroy player when switching scenes } else { Destroy(gameObject); } canMove = true; lastMove = new Vector2(0, -1f); // Beginning of game, player faces down }
void Start() { playerStartPoint = FindObjectOfType <PlayerStartPoint>(); }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <PlayerController>(); theSP = FindObjectOfType <PlayerStartPoint>(); }
// Use this for initialization void Start() { thePlayer = Object.FindObjectOfType <PlayerMovement>(); startPointController = Object.FindObjectOfType <PlayerStartPoint>(); player = GameObject.FindGameObjectWithTag("Player"); }
void Start() { spawnPoint = GetComponent <PlayerStartPoint>(); player = GameObject.FindGameObjectWithTag("player"); PC = player.GetComponent <PlayerControl>(); }
private void GetCheckPoint() { PlayerStartPoint.SetCheckPoint(this.transform.position); }