// Use this for initialization protected virtual void Start() { weaponSoundManager = weaponSounds.GetComponent <WeaponSoundManager>(); laserPistol.SetActive(true); playerSwitcher = GetComponentInParent <StealthPlayerSwitcher>(); thisPlayerTimeManager = GetComponentInParent <PlayerTimeManager>(); parent = transform.parent; laserLifetimeReset = laserLifetime; damage = Services.WeaponDefinitions.weapons[WeaponType.Laser].damage; myAPcost = Services.WeaponDefinitions.weapons[WeaponType.Laser].ap_cost; }
public virtual void OnTriggerEnter(Collider coll) { if (coll.GetComponent <WeaponAndAmmoManager>() != null && coll.GetComponent <PlayerTimeManager>() != null && coll.GetComponent <PlayerHealthManager>() != null && !hasBeenPickedUp) { WeaponAndAmmoManager playerWpnManager; PlayerHealthManager playerHealthManager = coll.GetComponent <PlayerHealthManager>(); PlayerTimeManager playerTimeManager = coll.GetComponent <PlayerTimeManager>(); playerWpnManager = coll.GetComponent <WeaponAndAmmoManager>(); switch (pickupType) { case PickupType.Weapon: if (myWeaponType != WeaponType.None) { playerWpnManager.PickupWeapon(myWeaponType); } break; case PickupType.Ammo: if (myWeaponType != WeaponType.None) { playerWpnManager.PickupAmmo(myWeaponType); } break; case PickupType.Powerup: //add powerups/health pickups here break; case PickupType.Health: playerHealthManager.currentHealth += myValue; playerHealthManager.PickupHealth(myValue); break; case PickupType.Action_Points: playerTimeManager.myActionPoints += myValue; playerTimeManager.PickupActionPoints(myValue); break; default: break; } TogglePickupActive(); // StartCoroutine(RespawnPickup(respawnTime)); hasBeenPickedUp = true; } }
void Start() { firstPersonModel.SetActive(true); // if(GetComponentInParent<PlayerIdentifier>().myPlayerNum == 0){ // attackKey = KeyCode.Joystick1Button7; // } else if (GetComponentInParent<PlayerIdentifier>().myPlayerNum == 1){ // attackKey = KeyCode.Joystick2Button7; // } startingCooldown = cooldown; currentPlayerTimeManager = CurrentPlayerTracker.currentPlayer.GetComponent <PlayerTimeManager>(); thisPlayerTimeManager = GetComponentInParent <PlayerTimeManager>(); myAPcost = Services.WeaponDefinitions.weapons[WeaponType.Grenade].ap_cost; startingCooldown = Services.WeaponDefinitions.weapons[WeaponType.Grenade].cooldown; cooldown = 0; }
// Use this for initialization void Start() { scoreHasBeenIncreased = false; timeManager = GetComponent <PlayerTimeManager>(); myCanvas = timeManager.myCanvas; currentHealth = maxHealth; // Debug.Log(currentHealth); playerIdentifier = GetComponent <PlayerIdentifier>(); // myIndex = playerSwitcher.myIndex; currentHealth = maxHealth; AssignPlayerAndEnemy(); // if(playerIdentifier.myPlayerNum == 0){ // //you are player 1 // myName = PlayerNames.playerOneName; // myEnemy = CurrentPlayerTracker.otherPlayer; // } // if(playerIdentifier.myPlayerNum == 1){ // //you are player 2 // myName = PlayerNames.playerTwoName; // myEnemy = CurrentPlayerTracker.currentPlayer; // } }
// public int myPlayerIndex; // Use this for initialization void Awake() { playerIdentifier = GetComponent <PlayerIdentifier>(); timeManager = GetComponent <PlayerTimeManager>(); // otherPlayer = GameObject.FindGameObjectWithTag("Player"); }